AUGUST 1984
THE MAGAZINE FOR ATARI 8 COMPUTER OWNERS
COMPUTING
ATARI PRINTER
UTILITIES!
PROSET
MATT * EDIT
GRAPH E's
THE FERGEE
FILE PRINTER
THE ANALOG
CARD FILE
. . . and two
super games!
• AVALANCHE
• SPY PLANE
I4|0I I
I I I l 5 1 1
~l3lS-.1
, , .
1 t
' ] • L.l..'. FT!
Advanced spreadsheet
SynCalc™
Database management
SynFile+™
Graphing and statistics
SynTrend"
Now your Atari computer
gets down to
business.
If you're a serious home
manager, a student, or run a
small business at home, now
you can get sophisticated, inte-
grated software for your ATARI
computer with the same fea-
tures as the more expensive
IBM and Apple packages.
SynCalc
makes a spreadsheet
more manageable.
First, there's SynCalc, the most
advanced spreadsheet pro-
gram ever created for ATARI
Home Computers. Not only
does SynCalc help you get all
your numbers down easily it
also comes with a sorting fea-
ture, and the ability to label
and name your formulas like
"beginning inventory + goods
purchased -goods sold = in-
ventory on hand," as well as
standard entries. And SynCalc
also comes with "expert" com- c *
mands, to use once you've be-
come more familiar with its
procedures. Plus many other
features found in the more ex-
pensive programs.
SynFlle+ keeps Information
more organized.
SynFile+ can function as
your database, your filing sys-
tem. With SynFile + , you can
reorganize and sort parts or
whole files instantly Not only
can you enter text, you can cal-
culate and update data as
well. And files from both Syn-
Calc and SynFile+ can also be
used by the ATARI word proc-
essor, AtariWriter,™ for uses such
as mail merge.
SynTrend gives you
a more graphic way
to look at data.
Next, there's SynTrend, which
can be the graphing and statis-
tical arm of your operation.
SynTrend allows you to vis-
ualize your data from SynCalc
or SynFile+ with either bar
graphs, pie charts, line graphs
or scatter plots. To do statistical
analysis, you can quickly calcu-
CIRCLE #101 ON READER SERVICE CARD
late means and variances,
standard deviations, or even
linear and multiple regres-
sions. It's pretty easy to under-
stand, eh? And also pretty easy
to operate because all three
programs come replete with
easy-to-understand "pop-up"
menus, to take you through
their paces step by step. And
remember, all three programs
can share data, which helps you
get the job done even faster.
So get down to business with
SynCalc, SynFile+, SynTrend,
developed exclusively for
ATARI by Synapse. And see for
yourself why the cost of taking
care of business doesn't have to
put you out of it.
SynCalc, SynFile + . SynTrend are trademarks ol
Synapse Software. Synapse is a registered trademark of
Synapse Software Corporation. IBM and Apple are re-
spective trademarks of International Business Machines
Corp., and Apple Computer.
A
DISCOVER
WHAT YOU AND
ATARI
CAN DO.
Ci 1984 Alari Inc AU Rights Reserved ©A Warner Communications Company
AUGUST 1984
THE MAGAZINE FOR ATARI" COMPUTER OWNERS
COMPUTING
FEATURES
The Atari 7800 Arthur Leyenberger 8
Proset Richard J. Browne 13
Selecting Your Perfect Printer Steve Panak 21
Touch-Tone® Dialer Update Tom Hudson 28
Avalanche Tommy Bennett 35
Matt* Edit Matthew J.W. Ratcliff 51
Graph E's Robert E. Miller 59
Spy Plane Mark Comeau 75
The ANALOG Card File David Plotkin 83
The ANALOG
Atari Printer Survey Mike DesChenes 87
The Fergee File Printer John C. Ferguson 95
REVIEWS
Jungle Hunt (Atari, Inc.) Ray Berube 12
Spelling Checker Programs Arthur Leyenberger 25
Cut & Paste (Electronic Arts) Arthur Leyenberger 71
COLUMNS
Reader Comment 6
New Products Lee Pappas 11
Griffin's Lair Braden Griffin, M.D 15
D:CHECK/C:CHECK 27
Boot Camp Tom Hudson 90
Index to Advertisers 104
O O 3 ^ O Q
ANALOG COMPUTING (ISSN 0744-9917) is published monthly for $28 per year by ANALOG Magazine Corp., 565 Main Street, Cherry Valley, MA 01611. Second-class postage paid ar Worcester, MA and additional mailing offices.
m&
e
We just made
owning an Atari computer
a lot more logical.
PROTB< I UNil ID 'i'Ai.1- i ,u«>ti in |.,:jr,
Introducing the Rana 1000 disk drive. Its a whole new game for Atari computers.
This two digit LED readout
displays a code that tells you
everything you need to know.
This beeping button tells you
your write protect feature is
keeping your information safe.
When Rana Systems introduced the Elite
Series of Apple® compatible disk drives, we didn't
know what a tremendous impact they would make.
It turned out to be a line so outstanding in perfor-
mance, styling, capacity, and price, that it instan-
taneously made us a major force in the market.
Well, needless to say, the response was so great
that we were forced to create the same highly ad-
vanced disk drive for Atari® A disk drive that when
coupled with Atari's computer, could perform
everything from accounting, financial planning,
and stock charting, to word processing, business
management, and letting you write your own pro-
grams. Plus, we made it simple enough for a child
to use, for learning anything from the alphabet to
a foreign language.
Working with a diskette
versus playing with a cassette.
Let's face it. The only reason Atari made a
cassette option to their computer was to make it
affordable. But now you don't have to settle for less.
Because now you can get a diskette for your Atari
computer which outperforms their cassette and
costs V3 less than their disk drive. With Atari's cas-
sette you only get half the functions of a com-
puter compared to what our floppy disk can give
you. Their cassette is not only limited in the soft-
ware available, but it also takes 20 times longer to
get the information you need. And Rana's disk
The remaining buttons beep
when touched, and provide
readouts on density storage,
error status, and drive number.
This button beeps when you
touch it, and the LED readout
tells you what track you're on.
drive offers twice the storage capacity of either
their cassette or disk drive.
Why even stylewise our new low profile design
not only looks 100 times more spectacular, but it
occupies 3 times less space. And our new Rana
1000 also gives you a piece of its mind every time
you use it, because our disk drive gives you informa-
tion as well as takes it. And we think that says a lot.
The disk drive
that has all the answers.
Rana offers you a myriad of features Atari
couldn't even conceive of. Like five electronic func-
tions on the front panel that actually beep and give
you a LED readout when touched. Our disk drive
tells you what track you're on, and what density
and how much information you're storing. It lets
you switch from a single density of 90,000 letters to
a double density of 180,000 letters, on a single
diskette. And, we have a write protect feature which
protects your diskette from being erased. In fact,
no other disk drive can offer you that.
As you can see, it was easy to build a disk
drive superior to Atari's. Because for every reason
you buy a disk drive, Rana has superior technology.
The Rana 1000 disk drive. It brings your Atari
computer to a higher level of sophistication for a
price one third lower than Atari's. So your choice
shouldn't even be a matter of logic.
Just common sense.
RanaSystems
Always a step ahead.
21300 Superior Street, Chatsworth, CA 91311 213-709-5484. For dealer information call
toll free: 1-800-421-2207. In California only call: 1-800-262-1221. Source Number: TCT-654
D Apple is a registered trademark of Apple Computer, Inc. ©Atari is a registered trademark of Atari, Inc., a Warner Communications Company.
CIRCLE #102 ON READER SERVICE CARD
A
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ANALOG STAFF
Editors/Publishers
MICHAEL DESCHENES
LEE H. PAPPAS
Managing Editor
JON A. BELL
Production Editor
DIANE L. GAW
Contributing Editors
JOEL GLUCK
BRADEN GRIFFIN, M.D.
TONY MESSINA
Art Director
BOB DESI
For subscription information
and service
call toll-free:
1-800-345-8112
in Pennsylvania call
1-800-662-2444
Contributing Artist
LINDA RICE
Technical Division
CHARLES BACHAND
TOM HUDSON
KYLE PEACOCK
Advertising Manager
MICHAEL DESCHENES
Distribution
PATRICK J. KELLEY
Production/Distribution
LORELL PRESS, INC.
Contributors
TOMMY BENNETT
RICHARD J. BROWNE
MARK COMEAU
JOHN C FERGUSON
ARTHUR LEYENBERGER
ROBERT E. MILLER
STEVE PANAK
DAVID PLOTKIN
MATTHEW JW. RATCLIFF
ANALOG Magazine
Corp. is in no way
affiliated with Atari.
Atari is a trademark of
Atari, Inc.
ADVERTISING SALES
ANALOG Computing
Hume Office
Michael DesChenes
National Advertising
(617)892-9230
Gerald F. Sweeney & Associates
P.O. Box 662
New York, NY 10113
(212)242-3540
Address all advertising materials to:
Michael DesChenes — Advertising Production
ANALOG Computing
565 Main Street, Cherry Valley, MA 01611
ANALOG COMPUTING (ISSN 0744-9917) is published monthly for $28 per year
by ANALOG Magazine Corp., 565 Main Street, Cherry Valley, MA 01611, Tel. (617)
892-3488. Second-class postage paid at Worcester, MA and additional mailing offices.
POSTMASTER: Send address changes to ANALOG COMPUTING, P. O. Box 615 ,
Holmes, PA 19043. No portion of this magazine may be reproduced in any form
without written permission of the publisher. Program listings should be provided in
printed form. Articles should be furnished as typed copy in upper and lower case with
double spacing. By submitting articles to ANALOG COMPUTING, authors
acknowledge that such materials, upon acceptance for publication, become the exclu-
sive property of ANALOG. If not accepted for publication, the articles and/or
programs will remain the property of the author. If submissions are to be returned,
please supply self- addressed, stamped envelope. U.S.A. Newstand distribution by
Eastern News Distributors, Inc., Ill Eighth Ave., New York, NY 10011.
Contents copyright © 1984 ANALOG Magazine Corp.
ANALOG COMPUTING
In your issue 19, page 46 Bul-
letin Board Systems article, for
P.A.C.E. (Pittsburgh Atari Com-
puter Enthusiasts), you have the
wrong BBS phone number. The
correct number is (412) 754-0800.
We've had this number for at least
one year. It was great to see our
club in your listing of BBSs!
Sincerely,
Evan Chapkis.
Our apologies, Evan — and those
of you who tried to call the incorrect
number we had listed. So. . .don't
call P.A.C.E. at (412) 655-2652! It's
(412) 754-0800.
We also have been informed that
the number we gave for the Jersey
Atari Computer Group (issue 19,
page 47) was really Earthrise Com-
puters (a store, not a BBS). To date,
we have not received a number for
that Jersey group, but please don't call
Earthrise expecting to find a BBS.
-Ed.
BBS moves.
I would like to take this oppor-
tunity to thank you for publishing
my BBS in your article. The BBS
and I have moved recently, and
the new telephone number is:
(703) 550-8119. The Best Little
BBS is restricted to adults only
but does support any and all types
of computers.
A forwarding telephone number
was not given to the telephone
company, to help enforce the
adults-only policy. Alternatively, I
had left broadcast messages to all
my users to inform them of the
new telephone number.
Sincerely,
Monica, the Sysopette
Alexandria, VA
Sysopette? Sysoptrix? Sysopenova?
-Ed.
800XL memory test problems.
Upon unpacking my new 800XL
and setting it up, I proceeded to
run the built-in memory test. To
my dismay, one of the RAM
blocks turned red, which supposed-
ly indicates a problem. This was,
however, the only time this hap-
pened. I periodically run the test,
and all RAM displays normal. I
have had no problems with the
unit, and entering ?FRE(0) returns
37,902 bytes free — which is nor-
mal. What happened? The owner's
manual states that, when per-
forming the memory test, 48
RAM blocks should appear. It
even shows a drawing of what
the screen should look like. My
D
TECHNOLOGIES
COMPUTER PERIPHERALS
introduces...
Parallel
Printer
lnterface...$59. 95
•WORKS WITH ALL ATARI™ COMPUTERS
•WORKS WITH ALL CENTRONICS COM-
PATIBLE PRINTERS AND TYPEWRITERS
•FULL 8-BIT GRAPHICS CAPABILITIES
•REQUIRES ONLY ONE JOYSTICK PORT
•WORKS WITH ALL SOFTWARE THAT USE
DOS II. INCLUDING THE ATARIWRITER™
WORD PROCESSOR
•PRINTER DRIVER IS RESIDENT IN DOS SO
NO ROM SWAP IS NEEDED
•COMPLETE WITH 5 FEET OF CABLE.
DETAILED INSTRUCTION MANUAL, COL-
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PRINTER HANDLER SOFTWARE ON A DISK
For ordering or information, Call or write:
PS TECHNOLOGIES
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(312} 359-8288 (24 HOURS)
Shipping and handling add $3 00 VISA. MASTER-
CARD M0 ACCEPTED COD add $2.00
Illinois residents add 7% sales lax
CIRCLE #104 ON READER SERVICE CARD
unit, as well as all the others I've
tested, shows only 40 blocks. I'm
confused!
Lastly. . .Why is it that, when
I have a DOS3 formatted disk-
ette (with FMS.DYS) in my. 1050
drive and enter the DOS com-
mand, the built-in function test
runs? Shouldn't I get the DOS
menu after booting?
Sincerely,
Sandro V. Cuccia
Wilmington, DE
Don't know what caused that ini-
tial bad memory block to appear, but
— as you say — it seems to have
cleared up. . .Very strange!
I do know why your computer
XBASIC
MACHINE LANGUAGE POWER FROM BASIC
XBASIC is a less than 3K machine language
enhancement to ATARI® BASIC which provides
30 new functions supporting string and integer
arrays, PM graphics, special ANTIC modes,
vertical blank sound, fast 1/0 and memory
functions.
Compare MICROSOFT BASIC® or BASIC XL®
with XBASIC's features:
• Retains ATARI® BASIC'S syntax error
checking
• Completely compatible with ATARI® BASIC
• Application programs do not require user
ownership
• No license fee for applications
• Loaded with BASIC source— no separate
loading
• Completely supports the tape user
• PRICE: TAPE OR DISK $29.95
Average customer rating 9 out of 10
Isn't it worth $29.95 to save hours or weeks
writing your next program?
SUPERware
Order 2028 Kingshouse Rd. Dealer
Now! Silver Spring, MD 20904 Inquiries
(301) 236-4459 Invited
Phone orders: 2-10 PM, EST, M-F
MC, VISA, AMX, Check, M.0. accepted
Include $2 shipping, MD residents add 5% tax.
Write SUPERware for your FREE copy of BASIC
MAGIC I - programming tricks for the ATARI.
CIRCLE #105 ON READER SERVICE CARD
THE MOST ADVANCED
EPROM PROGRAMMER
AVAILABLE FOR YOUR
ATARI COMPUTER
ALL OF THIS IN A CARTRIDGE
■Programs 2716, 2732, 2732A, 2764, 27128, 2532 EPROMS, plus 52B13
EEPROM.
■Contains a 4K ROM - no disk is required. This firmware is "User friendly" for
manual-free operation.
■Run mode: Under program control up to 8KEPROM/2K EEPROM can be run as a
standard cartridge.
■Talks to disk drive, cassette and printer or can be stand-alone.
■Machine language monitor with: memory display and print (hex and ASCII),
change, block move and run-from-address.
PROBURNER $125
CUSTOMIZE YOUR ATARI 800 OPERATING SYSTEM With the OS Board. It
replaces the two OS ROMs with a 2764 EPROM and fits neatly in the 1 0K ROM
module.
OS Board (less EPROM) $1 9
ADD 4K OF EPROM MEMORY TO YOUR ATARI 800 With the C Board.
Occupies the unused COOO-CFFF space. Fits neatly in the 10K ROM module.
C Board (less EPROM) $24
Add $2.50 for shipping.
Send check or money order to: THOMPSON ELECTRONICS
1074 Kensington Ave., Suite 188, Buffalo, NY 14215
Atari Is a trademark ol Atari, Inc. Canada: 7 Jackes Ave., Suite 301, Toronto, Ontario, M4T 1 E3 (416) 960-1089
CIRCLE #140 ON READER SERVICE CARD
only shows 40 blocks, though. The
800XL has BASIC built into it.
This BASIC uses up 8K of memory
space, and, when the computer is
first powered up, it thinks it has only
40K of contiguous RAM. You can
disable BASIC by turning on your
machine while holding down the
OPTION key on the side. It should
now jump directly into the self test
routine, and a memory test now will
show 48K of memory.
As for your DOS3 problem, I'm
afraid that we have had very little
experience with it. The situation
that you describe sounds as if the
DOS did not, in fact, boot up from
the disk. . . because, if you type DOS
on an XL computer that is not con'
nected to a disk drive, it will go into
the self test routine instead.
I hope that this has been of some
help to you. Please feel free to con'
tact us again if you encounter any
further problems.
-CB
WE'RE PLAYING
YOUR SONG
With Music Player your programs can play all of those songs
you've created with Atari's Music Composer™ cartridge.
Music Player is the easy-to-use solution for adding enter-
taining music to any program.
Music Player operates independently of your program, and
you can use it with BASIC, Assembly, and most other
languages. It requires only 16K of memory and a disk drive.
Music Player comes complete with a demonstration program
in BASIC and several songs. If you have been waiting for
an easy way to add songs to your programs, your wait is
over. Music Player is here.
Send 529.95 plus $1.00 for postage to:
NEW HORIZONS Software
P.O. Box 180253
Austin. Texas 78718-0253
Please write to us lor a description of all of our products for Atari Computers.
New Horizons
Expanding Your Life
Dealer inquiries invited. Atari and Atari Music Composer are
trademarks of Atari, Inc.
Atari
Computer
Cartridge
Printed
Circuit Board
for Prototypes
and
Production Runs
■Accepts 2708 thru 27128 EPROM's
■Even accepts 2 816 EEPROM!
■Super-high quality: gold plated fingers
and sockets
■Configurable for a wide selection of
PROM and EPROM
$ 8.75 /Quantity 1-9
HALCOIM
COMPANY
4286 Redwood Highway / Suite 254
San Rafael, California 94903
(415) 472-2685
ATARI®is a registered trademark
of ATARI, Inc.
AT LAST!
A nationwide public domain
copy service ! Some of the best
programs ever written for the
Atari are in the Public Domain.
But you would spend HOURS
downloading by phone (if you
have a modem), WEEKS waiting
for a user-group Disk of the
Month (if you are a club member),
or a month between issues of your
favorite Atari magazines, and still
not find the quality, quantity, or
selection that LolsaBytes
provides on each disk.
Our Master Library contains
thousands of the latest and
"classic" programs that we have
gathered from user-group disk
libraries, the most popular
Bulletin Board Systems, and the
public domain pages of your
favorite Atari magazines. Only the
finest are selected and copied
with as many as 25 different
programs per disk, and then made
available to you at the
unbelievable LOW PRICE OF
JUST $7.95 each.
•DISK #1 — 25 Game programs
on two full disk sides. Selections
include most of the latest and
most desirable "arcade" quality
games. $7.95
•DISK #2 - 25 Utility programs.
This useful assortment will help
you to unleash the full power of
your computer. $7.95
• DISK #3 - 25 Advanced
Musicsystem files on two full disk
sides. Complete with a public
domain Player program. Now you
can listen to your Atari playing
many of your favorite "top 40" and
classics. $7.95
** FREE BONUS **
With your order for any three (3)
disks we will send you your
choice of either:
1. ATARI XL TRANSLATOR
DISK that enables XL owners to
use most 400/800 software - FflEE
or
2. An ail-different Advanced
Musicsystem disk with the Player
program - FREE !
LotsaBytes is pleased to also
present a fine commercial
program by special arrangements
with Lee Actor, the author of the
Award Winning Advanced
Musicsystem. The all new,
machine language, improved
Advanced Musicsystem II
Specify 16K cassette or 24K disk.
Full instructions. Originally
$29.95. LotsaBytes price only
$14.95.
FULL 100% replacement
guarantee. Any disks found to be
defective will be replaced free and
we will also refund your return
postage.
All orders are shipped by Firs/ Class US
Mail. Add ST. 50 per order shipping and
handling. International add '5°o. U.S. funds
only California residents add 6' Ac sales tax.
Checks or Money Orders only Sorry, no
COD Please allow two weeks lor persona!
checks to clear.
LotsaBytes
15445 Ventura Blvd., Suite 10H
Sherman Oaks, CA 91413
Atari is Ihe registered trademark ol Alan. Inc
CIRCLE #106 ON READER SERVICE CARD
CIRCLE #107 ON READER SERVICE CARD
CIRCLE #108 ON READER SERVICE CARD
PAGE 8
ANALOG COMPUTING
ISSUE 21
The Atari
by Arthur Leyenberger
Atari has been fairly quiet during the first four
months of 1984. In January, at the Winter Consumer
Electronics show in Las Vegas, Chairman of the Board
and Chief Executive Officer James Morgan stated that
Atari would no longer announce products before they
were ready to be delivered. This would not only give
the beleaguered company time to sort out their finan-
cial and operational problems, but also would be the
first step in making the company appear as a reliable
and credible entertainment electronics company.
During these intervening months, we have all
watched Morgan's efforts to reduce overhead by manu-
facturing products in Taiwan, laying off hundreds of
both blue and white collar workers and eliminating
unprofitable operations such as APX and Alan Kay's
research division. Many of us have wondered whe-
ther these were wise moves, playing Monday morn-
ing quarterbacks with Atari's future.
At the same time, the XL line of computers, pri-
marily the 800XL, has quietly been selling well and
has helped Atari regain a prominent position in the
home computer market. In 1983, Atari hardware sales
accounted for only four percent of the low end com-
puter market. As of April, 1984, Atari now commands
twenty -five percent of that market. The reports of
Atari's death were premature.
Aside from the 800XL computers selling better
than even Atari's prediction and the availability of
the Atari Touch Tablet, there was no news coming
out of Sunnyvale. Then, in early May, Atari offi-
cially announced the venture with Lucasfilm to
produce state-of-the-art entertainment software for
their computers and 5200 video game. The two
games, Ballblazer and Rescue on Fractalus, have
been well received by the press, but will not be
available until July. As the approaching Summer
Consumer Electronics Show loomed closer, rumors
of 1450XLDs, expansion boxes and high end graph-
ics computers began to circulate.
When Atari announced that there would be a press
conference on Monday, May 21 in New York City,
expectations of both consumers and the industry rose
— in anticipation of what fabulous piece of hardware
would be announced. The result was the introduction
of the $150 Atari 7800 ProSystem Video Game.
The 7800 ProSystem is an advanced video game
that boasts having the best color graphics of any
computer or video game currently available. This is
ISSUE 21
ANALOG COMPUTING
PAGE 9
made possible by means of a custom designed semi-
conductor chip that Atari produced in-house. The
graphics chip was designed by video game program-
mers and goes beyond the capabilities of the familiar
ANTIC chip found in the computers. Not only does
the 7800 offer better color and graphics than other
systems, but the number of video objects that can
appear on the screen at one time has been increased
to 100. Also, the size and the shape of the objects
that appear on the screen can be manipulated more,
and the color is more saturated.
The 7800 is styled much like the 5200 but smaller.
Two totally redesigned joysticks come with the system.
The controllers, smaller and narrower than earlier
models, have a self-centering stick and fire buttons
located on either side, to accommodate both left-
and right-handed players. These ProLine controllers
will also work with
and 3-D Asteroids. Initially, a Pole Position II car-
tridge will be packed with every system, but, after
September, the game will be built into the 7800.
There will also be a high-score cartridge that will pro-
vide players with the ability to record, update and
review the top six scores in up to 65 ProSystem games.
All of the games except the Lucasfilm titles were
shown at the press conference, and most lived up to
the boast of having the best graphics of any current
computer or video game on the market. Five minutes
or less is usually not enough time to judge the qual-
ity and playability of a video game, but, in this brief
time, Desert Falcon, Pole Position II, Robotron
2084 and Centipede all showed themselves to be ex-
cellent games, both in terms of graphics and play-
ability.
Technically, the 7800 ProSystem appears to be a
Pole Position II
on the new 7800
ProSystem, featuring
enhanced graphics
ad added
other Atari products.
In addition to playing
advanced video game
cartridges made just for
it, the 7800 will also play
(without an adapter) the
nearly 400 titles already
designed for the 2600 VCS
game. Moreover, there will
be a special adapter for the
5200 system that will allow it
to play the 7800 and 2600 game
cartridges.
Two other features make the
7800 an interesting piece of hard-
ware. One is the expansion inter-
face which will allow "future video
game technologies" to be used with the system. Atari
would not be specific as to what "future technologies"
really means. However, the other feature is more un-
derstandable. By means of an optional full-stroke
keyboard, the 7800 may be turned into an "introduc-
tory" home computer. A maximum of 20K of memory
and full compatibility with all current Atari computer
peripherals (via a serial I/O connector) rounds out
the system. However, existing computer software will
not run on the 7800. The keyboard is expected to
retail for less than $100, and it — together with soft-
ware — is to become available during the fourth
quarter of 1984.
There will be thirteen games for the 7800 when
it becomes available in July. These games will retail
for about $30 and will fall into three categories. In
the "exciting originals" category are the two Lucasfilm
games mentioned previously and Desert Falcon (a
diagonal-scrolling shoot-'em-up). The "exclusive ar-
cade hits" group consists of Pole Position II, Food
Fight, Galaga, Xevious and Ms. Pac-Man. Finally,
the "arcade classics with enhanced graphics" titles
include Robotron 2084, Dig Dug, Joust, Centipede
quality state-of-the-art video game machine. But
there are some tough questions that need to be
asked, and finding the answers may help in under-
standing Atari's future direction, and their success.
Is a new video game machine what consumers want
right now? Atari thinks so. They believe that the
video game business is very much alive and is just
like any other consumer entertainment business, such
as the record or movie industry. Business cycles and
creativity fluctuate in a cyclical fashion. The introduc-
tion of the Atari 7800 is not just a marketing whim
but, rather, is part of a "well-planned strategy" of a
series of new products that extends through the end
of 1985. Atari cites that, during the first four months
of 1984, 20 million game cartridges were sold — and
over half were purchased at full retail.
Atari commissioned a market research study to find
out what consumers want and what they would pay
for in a video game system. They found that game-
playing consumers want outstanding software, mean-
ing a wide variety of game cartridges and arcade -
quality graphics. Consumers also want to have the
(continued on next page)-
PAGE 10
ANALOG COMPUTING
ISSUE 21
capability to expand to future "game technologies"
as they become available. Of the people who were
shown the 7800 system, approximately forty percent
said they would buy it. In addition, Atari expects that
about half of the 7800 purchasers will be 2600 owners
trading up.
Necessity's child.
Does Atari need the 7800 right now? Yes. Atari,
by their own account, says they now have about
seventy -five percent of the video game market. . .and
they realize that their share would slip if they were
to sit back and do nothing. The 5200 is no longer
in production, and the VCS is old technology.
Therefore, Atari needs a new product to remain in
the video game business — and they are betting heavi-
ly on the 7800.
Will the Atari 7800 ProSystem be successful? I
think so. There are almost 15 million 2600 game
machines and 90 million VCS-type cartridges. That
is a huge base of users. Atari wisely made the 7800
system compatible with the 2600 cartridges and,
therefore, will reap the benefits of VCS owners trading
up for a late -model, sophisticated game -player. The
7800 is the game machine that should have been in-
troduced instead of the 5200. James Morgan has clear-
ly stated that Atari wants to be in the entertainment,
education and leisure-time activity business, and he
believes that maximizing profits and minizing risks
will help achieve Atari's goals.
Will the 7800 system compete with the XL line
of computers? Atari believes that there are two viable
markets: home computers and video games. Supply-
ing both hardware and software to these markets is
what Atari wants to do — and will do, according to
Morgan. It is true that the 600XL computer is not
selling very well. Given an almost identical price, it
would seem that there would be competition between
the 7800s and the XLs. But Atari maintains that there
are two distinct markets, and that one does not in-
fluence the other. Regardless of what Morgan says,
it would not be surprising to find the 600XL com-
puter discontinued by the end of the year, and the
7800/keyboard computer becoming Atari's entry at
that level. So, in a way, the 7800 may drive the 600XL
off the market.
Marketing the 7800.
The "introductory computer," as Atari calls it, does
not seem to be a strong aspect of the 7800 system.
As Morgan stated, "the keyboard is not a major part
of the Atari line. It is there for those people who want
it. But it is important to make sure the consumer
understands that, with the addition of the keyboard,
they are not getting a full -powered computer." Atari
and others have announced keyboard add-ons before,
and few have been able to deliver. Even if Atari can
deliver the keyboard at $100, with the $150 for the
7800 itself, the amount spent is close enough to war-
rant the buyer getting an 800XL. If there really are
two separate markets, then the keyboard computer
may be successful. Most of the industry, though, feels
that there is only one computer/video game market-
place, and, if that holds true, Atari's 7800 will not
succeed.
Deliverability?
A final concern relates to Atari's stated intention
not to announce products unless they can be
delivered. The 7800 will not ship until July, mean-
ing that it will be August before we see it in the stores.
The keyboard and 5200 adapter will not be available
until the fourth quarter. We are talking about a range
of two to six months for product availability. That
hardly seems to fit in with the stated policy and will
not improve the consumer's perception of Atari's
integrity.
And so. . .
To summarize, I see the announcement of the 7800
ProSystem as a positive step for Atari. If it can help
to regain the video game market share that Atari has
lost over the last couple of years, then Atari will be
better off. If Atari is financially healthier, they can
put more thought into the design of their computer
products — which will mean new and better equip-
ment for the Atari user. □
Bulletin Board
Update
Here is a brand new BBS that didn't make it
into our listing in the telecommunications issue
(ANALOG Computing no. 19). So pick up your
phone, lock down your modem and start dialing!
Atari the Great
Victoria, Texas
(512) 578-8033
AMIS/Atari only
300/1200 Baud operation
24 hours per day
• XMODEM software is preferred for accurate
file transfer.
• No time limit per call at present.
CIRCLE #109 ON READER SERVICE CARD
ANALOG COMPUTING
by Lee Pappas
CHICAGO, IL - "June 3, 1984 - The day the
future began" was Atari's buzzword at an exclusive
press conference held on that date in the Westin
Hotel. Hosted by Bruce Entin, Atari PR, the press
was pummeled with Atari -facts as to why the com-
pany was on the turn-around. Foremost is their new
7800 ProSystem (see our review, page 8).
The latest computer (originally to be called the
1450XLD, but as of this writing not officially chris-
tened) sports a built-in 352K disk drive with a data
transfer nearly five times that of the 810. The new
machine also includes an internal modem and speech
synthesizer, and bundled with it comes yet-
undetermined software. The "Atari grapevine" will
be an in -house database and Q&A service for those
purchasing the new machine.
r
*
H
■ — _j
»
•
^^HR^ "v--
_
MindLink System, state of the art for the state of your mind.
A revolutionary new product that, together with special soft-
ware, allows you to manipulate video objects on your Atari
2600 Video Computer System or XL series home computer
— without the use of conventional hand controllers.
The new expansion box hooks up to the no-name
machine or to the 600XL or 800XL, giving them 80
columns, a real-time clock and 128K of RAM, along
with future upgrades, perhaps to run MS-DOS or
CPM. The Atari MindLink picks up impulses from
your forehead (you wear it like a high-tech headband),
giving you limited hands-off control of on-screen ob-
jects or functions: i.e., playing Breakout without any
hand controls. The Milestone series includes a let-
ter and word tutor, as well as various other programs
supporting the touch tablet and lightpen. Also in-
cluded in the Milestones will be home health pro-
grams, such as a tutorial on CPR. This series is touted
as "one of a kind in excellence and quality. . .to bring
back the magic." Second in the AtariLab is the
LightLab, containing over 100 experiments.
Learn science by doing it with AtariLab. AtariLab LightLab
shown here comes complete with 16K plug-in program car-
tridge, light sensor, calibrated light source, light stand, "Magic
Litestick" and experimenter's guide. For children ages 4-12.
The Futuremaker series is an effort by Atari to show
how computers can be used to "enhance education."
This Is Ground Control and Through the Star
Bridge are two first steps in this direction, both
teaching astronomy and physics.
The recently-released Syn-Series developed by
Synapse Software for Atari includes SynCalc, Syn-
Trend and SynFile+ — all outstanding programs in-
tegrated with Atari Writer. Yaacov Agam, the founder
of kinetic art, has developed a program to assist in
the interaction of creative technology and art using
the computer.
The Lucasfilm games, Rescue on Fractalus and
Ballblazer, promise new fun on the computer with
super-enhanced graphics. All of this seems to point
to the fact that Atari does indeed continue their in-
terest in the home computer line, with some new fuel
added to the fire. And lastly, Alan Alda will continue
as Atari's spokesperson, with some dynamite new TV
commercials promoting the Atari computer line as
the best (but we've known that all along). □
PAGE 12
ANALOG COMPUTING
ISSUE 21
JUNGLE HUNT
ATARI, INC.
P.O. Box 427
Sunnyvale, CA 94086
16K Cartridge $44.95
by Ray Berube
Have you ever harbored a secret desire to be Tar-
zan — to swing through the treetops, wrestle alligators,
battle cannibals and rescue a damsel from a boiling
supper pot? Well, Atari has finally put their arcade
game Jungle Hunt on a cartridge. Now you can brave
the dangers of a tropical rain forest in the comfort
of your rec room.
Jungle Hunt is just another version of Activision's
Pitfall, and that's certainly not new to arcade gamers.
Regardless, Jungle Hunt (though not as exciting
or varied as Pitfall) is still fun for the novice
player. Some arcade games are fascinating
and addictive. The simplicity of play
plus the game's ability to
sustain its challenge have
made them successful.
It's what makes them
so enduring in this
world of instant fame
followed by immedi-
ate oblivion. Pac-
Man, Star Raid-
ers, Missile
Command, Donkey
Kong, Tempest and
the various editions
of Jungle Hunt have
the fascination to en
dure. Even if you're an old
hand at these games, you
won't be disappointed with re-
peated playing of them, simply
for the sake of nostalgia.
For the uninitiated in arcade gaming, Jungle Hunt
is a fine game through which to discover the thrills
of video fun. Jungle Hunt has three levels of play:
beginner, regular and advanced. It also has an option
for two players, so you can share the fun. Its begin-
ner level allows the newest of gamers the opportu-
nity to develop playing skills. This level permits more
"deaths" and a slightly slower pace, but the challenges
are still tough enough for the novice. Once you're
adept at the beginner's game, you can improve your
score and timing before graduating to the next skill
level. If you're new to this kind of fun, become a
master of the beginner's level before moving on.
(Warning: this kind of play can become addictive!
My wife nearly forgot she was married when she
started to get the hang of playing Jungle Hunt.) You'll
really enjoy it and find yourself truly ready for the
next level.
The thrill of victory.
Just what are Jungle Hunt's challenges? The dangers
of the jungle are presented in a pleasant, horizontally-
scrolling display. As an intrepid explorer, you must
first swing through the treetops on vines, timing your
eaps and racing against the clock to rescue a
fair maiden. Your journey through the
branches brings you to the
edge of an alligator-in-
fested river. Holding
your breath, you
dive deep into
the raging cur-
rent and swim
for the opposite
shore. While you
swim, you en-
counter hungry
'gators and most
murky muck.
/ You have to
keep surfacing
for air and stab-
ing at attacking
alligators. The best
strategy is to take a
breath, dive under the
'gator and stab up into his
soft belly. Once the opposite shore
is reached, you're nearly home free.
Climbing out of the river, you jog up a hill while
avoiding falling boulders of various sizes. Once past
this obstacle, you will have to negotiate your way
around hostile cannibals and time your leap onto the
rope, now lowering your maiden into the boiling sup-
per pot. If you leap too soon, you join her as an in-
gredient in the stew.
Civilized considerations.
The price for this game is a little steep! Yet it seems
that every arcade game that finds its way to the home
is overpriced. Truly advanced arcade gamers will find
Jungle Hunt fairly tame. If you're a master at the
joystick, then this game probably isn't for you. If you're
a newcomer or a parent buying a birthday surprise,
and your neighborhood toy store has Jungle Hunt on
sale, then you will probably get your money's worth. D
ISSUE 21
ANALOG COMPUTING
PAGE 13
Proset
16K Cassette or Disk
by Richard J. Browne
Trying to remember Printer Control Codes lead me
toward the creation of this program for the NEC 8023 ,
Prowriter 8510 and PMC DMP-85 printers (which are
essentially the same machine). This listing, when run
on an Atari 400, 600XL, 800 or 800XL, will program
any of these printers for various font choices, margins,
tabs and spacing. . .eliminating the need to search
for the correct coding.
The final push I needed to make up Proset came
when I had to set "form length" to lengths other than
66 or 72. As the three printer owner's manuals do
not provide a form length setting program compati-
ble with the Atari, I made several calls to Leading
Edge, NEC and numerous computer stores, and visited
two Atari computer clubs — all to no avail. Two weeks
after my first call, I received a partial program from
a technician at NEC. From that listing, Lines 850
through 930 emerged.
Program overview.
Lines 40 - 260 form the first menu, which gives
the user font characteristic choices, sets them and
accesses the second menu. Lines 330 - 780, the sec-
ond menu, define options and set form and line-
spacing characteristics. Lines 270 - 300 and 790 - 820
give the user the option of combining menu choices.
Lines 840 - 930 set form length, while Lines 960 and
970 reset the printer to its default settings.
After selecting the perforation skip-over, the printer
will list 60 lines on a page, skip over the fanfold paper
perforation and continue printing. A form length of
X can be set by changing the 60 in Line 860 to X
and the 62 in Line 890 to X+2.
When setting margins and tab stops, one should
first set up the font size, since the settings will not
change to coincide with font size changes. Note how
many characters will be permitted on a printed line
— and do not exceed these numbers when setting
either the matgin or tabs. When entering these
numbers, remember that they must be three digits
long and (in the case of tabs) the numbers must be
separated by commas.
All settings will remain enabled until the printer
is turned ofT, this program is rerun, the program's reset
option is selected by the user, or changes are received
from the Atari. □
BASIC Listing.
REM
1 REM
PRINTER CONTROL, SET-UP FOR:
2 REM
NEC 8823
3 REM
PMC DMP-85
4 REM
PROWRITER 8516
5 REM
6 REM
progran by
7 REM
8 REM
RICHARD BROWNE MAR 84
9 REM
10 DIM
AS CI J , CS C8i , MS C3) , PS C2J , TS f 13
8)
28 CS=CHRS(27)
38 GOSUB 968
48 P8KE 82,8:? "IS":?
58 ? "M. PICA NQRMAL-ClOcpiV
68 ? "►2. ELITEHl2cpi)"
78 ? "►3. CONDENSED ►(17cpiJ"
88 ? "U. PROPORTIONAL SPACING"
90 ? "►5. DOUBLE WIDTH CHARACTERS"
180 ? "►6. BOLD PRINT"
110 ? "►7. UNDERLINED PRINT"
120 ? "►8. DEFINE LINE SPACING"
138 ? "►9. RESET PRINTER'S DEFAULTS"
140 ? :? "►►8. TO END"
158 ?
STRAP 48:? "I^WHAT'S YOUR CHOIC
E.
.";:INPUT F
160 IF F=l THEN LPRINT CS; CHRS C78) : GOT
270
170 IF F=2 THEN LPRINT CS; CHRS (693 : GOT
278 .
180 IF F=3 THEN LPRINT C$;CHR$ «8i> : GOT
270
190 IF F=4 THEN LPRINT CS; CHRS (883 :GOT
270
PAGE 14
ANALOG COMPUTING
ISSUE 21
280 IF F=5 THEN LPRINT CHRS C 14) : GOTO 2
70
210 IF F=6 THEN LPRINT CS; CHRS (33) : GOT
270
220 IF F=7 THEN LPRINT C$; CHRS (881 : GOT
270
230 IF F=8 THEN 320
240 IF F=9 THEN G05UB 960
250 IF F=0 THEN 940
260 GOTO 40
270 ? :? " DO YOU WANT TO COMBINE? (Q
es/Qo)";
280 INPUT AS
290 IF A$="Y" THEN 150
300 IF AS="N" THEN 940
310 GOTO 270
320 ? "*••■■» \t
330 ? "H. LEFT MARGIN SET"
340 ? "^2. HORIZONTAL TAB SET"
350 ? ">3. UNIDIRECTIONAL PRINTING"
360 ? "M. REVERSE LINE FEED"
370 ? "►5. LINE FEED PITCH"
380 ? ">6. PERFORATION SKIP OVER"
390 ? "►7. DEFINE PRINT TYPE"
400 ? "►8. RESET PRINTER'S DEFAULTS"
410 ? :? "►►fl, TO END"
420 ? :TRAP 320:? "►WHAT'S YOUR CHOICE
. ."; :INPUT 5
430 IF S=l THEN 530
440 IF 5=2 THEN 610
450 IF 5=3 THEN LPRINT CS; CHRS (62) : GOT
790
460 IF S=4 THEN LPRINT CS; CHRS C114J : GO
TO 790
470 IF 5=5 THEN 700
480 IF 5=6 THEN 840
490 IF 5=7 THEN 40
500 IF S=8 THEN GOSUB 960
510 IF 5=0 THEN 940
520 GOTO 320
530 ? "H":? :?
540 ? "► SET LEFT MARGIN TO: XXX"
550 ? :? :? "► XXX MUST = 000 TO 160
560 ? :? " DEPENDING ON CHARACTER PIT
CH SETTING"
570 ? :? :? "► SET LEFT MARGIN TO: ";
: INPUT MS
580 IF MS<"000" OR MS>"160" THEN MS="0
00": GOTO 570
590 LPRINT CS;CHRS(76);MS
600 GOTO 790
610 ? "*•■:» :*
620 ? " HORIZONTAL TABS XXX,XXY,XXZ (U
P TO 32)"
630 ? :? :? " TAB STOPS MUST BE O
60 TO 160"
640 ? :? " DEPENDING ON CHARACTER PIT
CH SETTING"
650 ? :? " caution: no error trap in
this option"
660 ? :? :? " SET TABS TO :";:INPUT TS
670 LPRINT CS;CHRS(40);TS;CHRS(46)
680 ? :? " HORIZONTAL TABS SET AT:";:P
RIHT TS
690 GOTO 790
700 ? "H":* ;•»
710 ? "►LINE FEED PITCH SETTING XX"
720 ? :? "► XX MUST = 01 TO 99"
730 ? :? "► 18 = 1/8 INCH"
740 ? "► 24 = 1/6 INCH (NORMAL)"
750 ? :? :? "►SET LINE FEED PITCH TO:
"; : INPUT PS
760 IF PS="00" THEN 700
770 LPRINT CS;CHRS(84);PS
780 ? :? " LINE FEED PITCH SET AT: ";
: PRINT PS; -.PRINT "V144 INCH"
790 ? :? " DO YOU WANT TO COMBINE? (H
es / Qo)";
800 INPUT AS
810 IF AS="Y" THEN 320
820 IF AS="N" THEN
830 GOTO 790
840 OPEN tt2,8,0,"P:"
850 PUT tt2,29:PUT 82,65:PUT 1*2,64
860 FOR X=2 TO 60
870 PUT «2,64:PUT tt2,64:NEXT X
880 PUT «2,67:PUT 1*2,64
890 FOR X=62 TO 66
900 PUT tt2,64:PUT tt2,64:NEXT X
910 PUT tt2,65:PUT 82,64
920 PUT 82,30
930 CLOSE 82: LPRINT :GOTO 790
940 ? :? "►PROGRAMING IS NOW COMPLETE.
950 FOR X=l TO 400: NEXT X: PRINT "«":EN
D
960 LPRINT CS; CHRS (78) :CS; CHRS C79) ;CS;
CHRS(89);CS;CHRSC34);CS;"L800"
97© LPRINT CHRS(15);CS;CHRS(48);CS;CHR
S (102) ; CS ; CHRS (65) ; CS; CHRS (60) : RETURN
CHECKSUM DATA
(see page 27)
8 <SS T 2 n f 8 f^fi 966 ' 244 ' 596 ' 595 ' 132 ' 5 "
, 142,603 , 175,641 , 774, 783, 341 , 7972
60 DATA 413,274,546,694,169,63,330,72,
176,783,556,559,562,566,210,5973
210 DATA 536,561,538,408,548,506,910,7
81,782,769,713,46,661,187,840,8786
3 i2« D £T£ 884 - 689, 662, 11, 68, 173, 695, 574
,580,610,406,597,609,347,439,7344
510 DATA 581,707,53,801,721,646,57,635
,403,732,49,292,437,642,472,7228
660 DATA 681,433,28,759,48,807,369,585
iH 3 '5 82 ' 670 ' 405, 238, 186,769, 6613
810 DATA 773,300,745,300,30,171,810,80
3,351,791,780,844,743,440,503,8384
960 DATA 933,183,1116
o?>
HAPPY USERS
AGREE ON
DECISIONS . . .
. . . DECISIONS ™
" Very interesting "
" A valuable program "
"Over-all rating - ft ft ft ft ft "
GET THE MOST USEFUL
DECISION -AID TOOL AVAILABLE !
$37.50 for 48K ATARI disk or cassette
Includes ship, to U.S. & Canada. Add $2.25 tax in Calif.
AT YOUR DEALER. OR DIRECTLY FROM:
1
\\\ LATERAL w
^ \\\^ SOFTWARE
Dept. 2
RO. Box 605
Stanton, CA
90680
CIRCLE #110 ON READER SERVICE CARD
ISSUE 21
ANALOG COMPUTING
PAGE 15
Griffin's
Lair
Educational
Programs
Review ^j
i
by Braden E. Griffin, M.D.
So, you want Jane and Johnny to learn about life,
do you? This month's Griffin's Lair reviews games
that teach, among other things, safety and problem-
solving, spatial relationships, alphabetizing and dic-
tionary use. The reinforcement of positive habits is
another promising use for educational programs ... as
long as they're not created by Orwellian hackers.
WORD FLYER
by Childware
ELECTRONIC ARTS
2755 Campus Drive
San Mateo, CA 94403
48K Disk $35.00
When 1 receive a new product to review, I throw
it in the disk drive and begin to play it, paying little
attention to the accompanying documentation. This
is contrary to my natural tendency toward a com-
pulsive behavior pattern which often forces me to
practically memorize the instructions before begin-
ning anything. (You can imagine my exasperation on
Christmas Eve, attempting to assemble a hobby horse
made in Korea, with instructions prepared in Albania.
I never did find slot B!) I have developed this afore-
mentioned impulsive approach simply because almost
everyone I know does it that way. During this initial
evaluation, I frequently forget what company has
produced a particular program. In a way, this may help
eliminate some of my biases. However, the unique
packaging of Electronic Arts' products and the
uniform excellence of everything I have seen come
from them, makes it impossible not to be preju-
diced. The aura of high quality items associated
with certain brand names is slowly fading from our
society, and the old motto "a name you can depend
on" is often just an advertising gimmick. Well,
Word Flyer by Childware maintains the image of
Electronic Arts as the "primo" software producer.
Word Flyer is a word matching game for all ages.
The playing screen presents two large birds, each sit-
ting atop a word tower. Using the joystick, one of
the four words or letters in the word tower is se-
lected to be the "flyer" and flies to the middle of
the screen. Soon, zooming words appear, moving
towards the center of the screen from the back-
ground. The object is to match the flyer by moving
it until it touches the appropriate zooming word.
As the number of correct matches increases, a score
bar is filled with color. When it is totally filled,
one moves on to the next level. There are five levels
in all, beginning with one- or two -letter flyers and
progressing to three- and, finally, four-letter words.
As the levels advance, there are hazards to make
(continued on next page)
PAGE 16
ANALOG COMPUTING
ISSUE 21
(continued from previous page)
the matching process more dif-
ficult. These include nonsense
words that lower one's score if
matched and a careless cloud
that obscures some of the zoom-
ing words. In the fifth and final
level, the flying time is shortened,
and the zooming words fly much
faster.
A number of options are avail-
able, including the ability to
change flight levels and flight
speed. The alphabet bar may be
used to change the letters that
the words begin with. In addi-
tion, the game may be selected
for one or two players. An hour-
glass acts as the timer in the two-
player mode.
The game itself is easy to play,
and even children not yet able
to read can enjoy it as much
as others. Pattern recognition
and hand/eye coordination are
enhanced in very young children
playing the lower levels. Alpha-
betizing and spelling skills are
taught as the levels progress. A
vocabulary of over 2000 words
makes play quite interesting. It is
suggested that a dictionary be used
to determine if unknown letter
combinations are actual words
and, if so, what they mean. Devel-
opment of such reference skills is
essential. Hopefully, the impor-
tance of using a dictionary will be
instilled, and parents will not have
to continue droning, "go look it
up." Parents are encouraged to
play along with their children,
since — in the two-player mode
— the two scores add together. I
was impressed with the section in
the manual devoted to parents —
how they might help their chil-
dren. The first suggestion is that
parents not stop reading to their
children when they start reading
themselves. Considering all the
ways available to assist in a child's
education, computer programs or
otherwise, reading aloud may very
well be one of the most produc-
tive.
(continued on next page)
ISSUE 21
ANALOG COMPUTING
PAGE 17
Word Flyer is fun, educational
and augmented with excellent
sound and graphic effects. Chil-
dren of all ages will thoroughly
enjoy the experience. Electronic
Arts is "a name you can depend
on."
SAFETYLINE/STORYLINE
Software Movies
MAXIMUS, INC.
6723 Whittier Avenue
McLean, VA 22101
48K Disk/Cassette $34.95
48K Cassette only $29.95
It is always nice to see new and
innovative ideas in computer edu-
cation, particularly when they are
directed at the very young. Few
programs on the market are able
to hold the attention of this nor-
mally hyperactive group. With
these two separate programs,
Storyline and Safetyline, Maxi-
mus succeeds where others fail by
presenting an interactive movie
sure to brighten the eyes of pre-
school and early elementary aged
children. Both programs follow a
similar format, with two software
movies on each cassette. Games
designed to reinforce the movies'
messages are found on an accom-
panying cassette or disk. The in-
structions are thorough, and, with
a little help initially, most chil-
dren will be running the programs
without assistance.
Safetyline.
This is a great program. The
movies, Sam Goes to School and
Sam Gets lost at the Zoo, are nar-
rated by Max the Cat, Sam's in-
visible friend. The first movie
presents important safety tips for
children, as Sam learns to cross
a busy street at the traffic light
and arrive at school safely.
The two accompanying games
are fun and masterfully comple-
ment the movie. In Streetcross,
one must get Sam to school quick-
ly and safely. All the safety tips
learned from the movie must be
observed. If Sam tries to cross in
the middle of the street or against
the light, warning music plays,
and Sam is moved back to a safer
place. The Hidden Tips game is a
word search game similar to those
found in the newspaper's comic
section. One of Max's safety tips
appears at the bottom of the
screen, and a key word from it
appears at the top. The goal is
to find the key word hidden in a
matrix of random letters.
At the Zoo.
In this movie, the plight of a
lost child is addressed. Five im-
portant safety tips are emphasized.
These include: 1. stay calm; 2. try
to find a policeman and tell him
your name, address and telephone
number; 3 . seek out someone you
know well and trust; 4. find a
store with lots of customers and
ask the clerk for help, loudly,
clearly and politely; and 5. never
talk to strangers. The game, Tip'
match, is a Concentration-like
matching game encompassing safe-
ty tips learned from the movie.
In Zoomaze, Sam is lost and must
wend his way through a maze to
one of four boxes. If he finds the
policeman, Sam will be shown
where the teacher is, and, once
she is reached, a musical salute
is played. But Sam must be care-
ful, for if the stranger's box is
reached, the game is lost.
Both sides of Safetyline present
extremely important lessons for
the young child. And somehow,
no matter how often we admonish
our children about safety, it fre-
quently gets mixed in with mes-
sages like "eat your vegetables"
or "don't sing at the supper
table." The graphic depiction of
these same safety tips, with the
positive reinforcement of the
games, may provide a more last-
ing impression. Reading, memory/
retention and basic problem-
solving skills are part of the edu-
cational experience. This program
offers, not only a good way to in-
troduce kids to the computer, but
a chance to develop necessary
early survival skills.
(continued on next page)
STAR WARS*,'" the arcade game that blew its way to the top of the charts, is coming home.
TIE FIGHTERS*:" fireballs, catwalks, they're all there in 3 of the hottest action screens in any
galaxy. There is only one STAR WARS: THE ARCADE GAME*'" For the Atari 2600, 5200, Atari
Home Computers, Coleco Vision and the Commodore 64. t- ) R4RKER BROTHERS
• - & c J983 Lucasfilm Ltd. ILFLI. All rights reserved. Parker Brothers, a division of CPG Products Corp.. authorized user.
Atari.- Atari 2600." and Atari 5200" are trademarks oi Atari, inc. CoiecoVision is a trademark of Coleco Industries, Inc.
Commodore 64 is a trademark of Commodore Business Machines. Inc. Parker Brothers is not affiliated with Atari. Inc.,
Coleco Industries. Inc.. or Commodore Business Machines, Inc.
CIRCLE #111 ON READER SERVICE CARD
Turn your Atari
into a Ferrari
Introducing the all-new 1984 Indus GT™ disk
drive. The most advanced, most complete, most
handsome disk drive in the world.
A flick of its "Power" switch can turn your Atari
into a Ferrari.
Looks like a Ferrari.
The Indus GT is only 2.65" high. But under its
front-loading front end is slimline engineering
with a distinctive European-Gran flair.
Touch its LED-lit CommandPost™ function con-
trol AccuTouch™ buttons. Marvel at how respon-
sive it makes every Atari home computer.
Drives like a Rolls.
Nestled into its soundproofed chassis is the
quietest and most powerful disk drive power sys-
tem money can buy. At top speed, it's virtually
unhearable. Whisper quiet.
Flat out, the GT will drive your Atari track-to-
track 0-39 in less than one second. And when
you shift into SynchroMesh DataTransfer,™ you'll
increase your Atari's baud rate an incredible
400%. (Faster than any other Atari system drive.)
And, included as standard equipment, each
comes with the exclusive
GT DrivingSystem™ of
software programs. World-class word processing
is a breeze with the GT Estate WordProcessor.™
And your dealer will describe the two additional
programs that allow GT owners to accelerate their
computer driving skills.
Also, the 1984 Indus GT is covered with the GT
PortaCase™ A stylish case that conveniently dou-
bles as a 80-disk storage file.
Parks like a Beetle.
The GT's small, sleek, condensed size makes it
easy to park.
And its low $449 price makes it easy to buy.
So see and test drive the incredible new 1984
Indus GT at your nearest
computer dealer soon.
The drive will be
well worth it.
INDUS
The all-new 1984 Indus GT Disk Drive.
The most advanced, most handsome disk drive in the world.
For additional information, call 1-800-33-INDUS. In California, call 1-800-54-INDUS. 213/882-9600.
© 1983 Indus Systems 9304 Deering Avenue, Chatsworth, CA 91311. The Indus GT is a product of Indus Systems. Atari is a registered trademark of Atari, Inc.
CIRCLE #119 ON READER SERVICE CARD.
ISSUE 21
ANALOG COMPUTING
PAGE 19
Word Flyer.
Storyline.
Clover the Clown provides the narration for two
familiar fables, "Rumpelstiltskin" and "The Ugly
Duckling." These two are cleverly presented in soft-
ware movies, each of which lasts about ten minutes.
On the "Rumpelstiltskin" side, the interactive
games are Guess M;y Name and Promises, Promises.
The former is a hangman-type game, where the ob-
ject is to guess the letters of one of over two hundred
boys' or girls' names given to the troll. A wrong guess
results in part of the troll's face appearing. Correct
responses build up one's stack of gold. If the name
has not been spelled by a certain number of turns,
and the troll's face is completed, he then growls and
steals some of the gold. In Promises, Promises, the goal
is to promise Rumpelstiltskin less gold than he wants.
A number between 10 and 90 is selected on a bar,
then Rumpelstiltskin moves his arrow randomly along
the bar, stopping on the amount he wants. If a lesser
amount is selected by the player, then that amount
is added to the stack of gold. After ten tries, if the
troll has the most gold, he will jump with glee. On
the other hand, if he loses, he will explode and
become a pile of straw.
Swan Song.
The movie sequence on this side is so well narrated
that tears welled up in my eyes. (Granted, I was once
accused of crying at an ROTC training film.) In spite
of having to reach a bit to present two relevant in-
teractive games, the two associated with "The Ugly
Duckling" are fun and educational. Pick the Twins in-
volves matching the two identical pictures from a
group of eight displayed. In some, the differences are
quite subtle. There are five different sets of either
ducks or flowers in each round. In Duck Puzzle, twelve
squares of a picture puzzle are scrambled, and the
player must restore the original in the fewest number
of moves. The hard version of this game makes the
process more difficult, as the puzzle rescrambles itself
during play.
Storyline.
Storyline teaches spatial relationships and pattern
identification, as well as the skills involved in hang-
man. Clover the Clown's advice in "Rumpelstiltskin"
— "Never make a boast that is untrue" and "Don't
make promises you can't keep" — comes across loud
and clear. Young children see themselves differently
than we see them, and the message found in "The
Ugly Duckling" is a valuable one.
Committed to providing "software designs for de-
veloping young minds," Maximus has succeeded ad-
mirably. I enthusiastically recommend both of these
programs. □
Safetyline.
Next issue, ANALOG Computing
will present educational programs you can
type in yourself! Don't miss it!
IPB
LJVi
Has More In Store
heshP
We're The Experienced Generation
Of ATARI Experts!
Software — Over 1000 Titles! •Instruction
Hardware • 24-Hour Bulletin Board at
Educational & Business (617) 371-1855
Consultations • Shipments Everywhere
Authorized Service
• ATARI 400 Replacement
Full-Stroke Keyboard:
$69.95
Special Savings
• Entire Line Of Electronic
Arts Software Including:
Music Construction Set
Seven Cities of Gold
One On One (Doctor J and
Larry Bird)
Word Flyer
• Sublogic Flight Simulator
Begin word processing with your ATARI easily and inexpensively with
one of these specially tailored packages. You'll increase your personal
productivity and also save money!
For ATARI owners without a disk drive:
■ Track AT-D2 w/Printer Interface
• Interface Cable
• ATARIWRITER
• Printer Driver From APX
• Mannesmann Tally Spirit-80 Printer
$799.00 (save over $100.00)
For those who own a disk drive already:
• Ape Face Printer Interface
• ATARIWRITER
• Printer Driver From APX
• Mannesmann Tally Spirit-80 Printer
$499.00 (save over $60.00)
New England's 5 ^ ATARI Source
RAM COMPUTER CENTER
427 Great Road, Acton, MA 01720 (617) 263-0418
CIRCLE #113 ON READER SERVICE CARD
ISSUE 21
ANALOG COMPUTING
PAGE 21
Selecting
your
Perfect Printer
by Steve Panak
If you've had your computer for a while, maybe you
feel that it's about time that you had something tangi-
ble to show your friends and relatives — to prove that
your computer is more than a glorified video game.
If so, then give your Atari system the power of crea-
tion with a new printer. Once you are able to pro-
duce hard copy, you will be better able to edit your
programs, as well as being able to print out files and
use word processing programs to pound out text, re-
buffing those of little faith who are either too poor
or too stupid to have their own system. But, if you've
tested the waters in search of your perfect printer, you
may have found yourself drowning in an ocean of dif-
ferent types, brands and features. Well, take heart;
after reading this article, you should be able to both
pull your head above the water and fish out the printer
that will not only work for you, but one which you
will later consider a wise investment.
There are two steps to follow when selecting a
printer: (1) determine your needs and budget; (2) fit
a printer to those needs and budget.
Your first step is the most important one, because
a definite objective always improves your final deci-
sion. Ask yourself what you will use the printer for.
Will it be primarily to print out program listings? Will
you also want to do some word processing, and —
if you do — will the output be used for informal cor-
respondence or for school or business use? Finally, how
much do you expect to use it? Truthful answers to
these questions will supply you with an objective that
ensures your getting (and paying for) only the options
you want and need.
Establish your budget constraints and confine
yourself to a price range. Printers range in price from
lows of around $100 to highs of well into the
thousands of dollars, so finding a printer to fit your
budget should not be a problem.
The three basic types.
Once you've answered the above questions, you are
ready for the more difficult task of fitting a printer
to your needs. Printers come in three basic types,
classified by their mode of operation: thermal, dot-
matrix and letter-quality. Each of these types forms
the images on the paper in different ways, which give
rise to advantages and disadvantages.
Printers which utilize the thermal method have a
print head with a number of small electrodes which
burn tiny dots onto special paper as the head moves
across it. These dots form the letters and graphics.
Advantages are inexpensiveness, durability and near-
silent operation. Also, you will never run out of ink.
However, they require a special type of paper, which
is more expensive than regular typing paper and may
be hard to find in different forms. So printing on
labels, envelopes, index cards and the like may be
impossible.
PAGE 22
ANALOG COMPUTING
ISSUE 21
Thermal printers would be best for the person who
wants his printer to primarily produce program
listings. It would also allow for word processing, but
the paper has a peculiar slippery feel and often
darkens with age. If only program listings will be
printed, the best choice would be a thermal printer
which prints on narrow rolls of paper, as these are
the least expensive printers available.
Dot-matrix printers are similar to thermal printers,
in that they also print images using tiny dots.
However, the dot-matrix printer's print head has a
number of little rods or needles which strike an ink
ribbon against the paper to form the image. They are
noisier than thermal printers, and the head has a
limited lifetime, which — after extended use — will
have to be replaced, as will the ink ribbon. While
a new ribbon will cost about $10, a replacement head
will range from $40 to over $100, so estimating your
total expected use is crucial. An advantage of dot-
matrix printers is that they will print on any type of
paper that can be fed through the machine.
Because of the similarity of the print heads in ther-
mal and dot-matrix printers, they can print roughly
the same things. Both create graphics and characters,
and both can feature various type styles, such as
elongated, emphasized, compressed, etc. (see Figure
1). Both have similar print speeds and may allow lines
to be printed twice, with a slight offset overlap, to
nearly equal the quality of the characters of a
typewriter or letter-quality printer. The quality of the
print and graphics of these printers depends on the
number of dots making up the image; the more dots,
the better the image.
Letter quality printers are different from both the
thermal and dot-matrix in that they have an element,
much like a typewriter, which strikes a ribbon against
the paper. The element is usually a daisy-wheel
(although the Atari 1027 uses print drums to achieve
the same result). These printers are noisier (again,
similar to a typewriter) and are generally the most
expensive (although the 1027 is, once more, the ex-
ception at a very reasonable list price of $349). They
also print much more slowly than either of the other
types, and have ink ribbons which must be replaced
occasionally. Their major drawback is that they can
only print what is on the element (usually letters)
and are thus incapable of printing graphics. However,
some printers allow optional interchangeable ele-
ments. These additional elements cost around $8 to
$10 each and include pica, elite, gothic, script and
many other special type styles.
Letter-quality printers are your best bet if you plan
to use the output for business or other formal cor-
respondence. However, for school use, the dot-matrix
may be adequate — depending on how particular the
person receiving the printout is.
There are printers which are used to create color
graphics, using small pens to plot lines which form
the images. An example of this type is the Atari 1020.
These are generally only for graphics and special
printing uses. Also available are printers which use
laser beams or ink jets to form the images, but these
generally cost well into the thousands of dollars and,
because of their prohibitive cost, will not be fully ex-
plored here.
Finally, there are printers which have their own
keyboards and double as electric typewriters. If you
consider purchasing one of these printers, remember
that, while they may cost less than both a printer
and a typewriter, they are considerably more expen-
sive than a printer and a word processing program.
The simple fact — the more complex the machine,
the more likely it is to fail — applies here.
Other considerations.
In addition to the above factors, there are a few
more which apply, regardless of the type of printer
under consideration. One of these is the method of
paper feed. Some printers use sprockets to pull the
paper through the printer, while others use friction
feed (much like a typewriter), and some combine both
methods. The advantage of friction feed is that
anything that can fit into the machine can be printed
on, while sprocket-fed printers must use paper with
holes along the edges which engage their sprockets.
However, the sprocket-fed printer will print on con-
tinuous fanfold paper and keep it precisely in line
with the print head. Look for a sharp edge to rip paper
off as it is removed from the printer.
Your new printer will have to be connected to your
system with a cable and an interface. Since nearly
all Atari-compatible printers utilize a parallel inter-
face, we will consider only this type. While the Atari
and Axiom printers come complete with cable and
interface, most printers require you to purchase these
separately — at a cost of $50-100. This cost may or
may not be included in the price of the printer, so
ask to be sure. Also, refer to ANALOG issue 16 for
a feature describing how to build an interface for
around $20. Consider to what extent the printer will
become part of the peripheral daisy chain.
Determine the availability and cost of a printer
driver, which will allow your computer to tell the
printer what to do. Again, this cost may or may not
be included in the price of the printer, depending
on the supplier.
If you have a word processing program (or will be
purchasing one), consider how well the printer and
program will cooperate. AtariWriter will work with
most printers compatible with the Atari, and allows
use of a printer driver, or allows manual entry of
decimal codes directly into the text to tell the printer
when to underline, subscript, etc. For a review of the
AtariWriter, see ANALOG issue 11.
A buffer takes the data your computer sends to the
ISSUE 21
ANALOG COMPUTING
PAGE 23
printer and holds it while it is interpreted and printed.
When all the data has been sent to the buffer, the
computer is freed up to be used again. Since the buf-
fer is filled up faster than the fastest printer can print,
the printer's speed is the limiting factor. The larger
the buffer, the more likely you will be able to go back
to work while the printer labors mindlessly away. Un-
fortunately, most printers have a buffer of only 1-3K,
roughly equivalent to 1000-3000 characters, or about
one double-spaced typewritten page. Therefore, your
computer could be tied up for an extended period
of time when you are printing out a relatively long
document. The solution is a separate buffer which
can completely empty the computer's memory. . .
These cost about $300, so estimate the value of your
time.
The instruction manual is a very important part
of any hardware purchase. Look for completeness and
clarity. Tables of the necessary decimal codes are very
helpful, and a troubleshooting section will save you
much time and exasperation. Also look to the instruc-
tion manual before you purchase as the definitive
authority on the printer's features and options.
While, internally, most printers' mechanisms are
identical, external designs differ greatly. Since the ex-
terior will be staring at you, pick a printer which looks
aesthetically pleasing to you. Also note the location
of the switches, lights and cable connections in rela-
tion to the printer's probably location, considering
visibility and ease of access.
Most companies will supply you with information
and brochures on their printers. If your dealer does
not have this information, many companies require
a stamped, self-addressed envelope for their response.
Once you've selected your printer, you will have
to decide where you will buy it. While mail-order is
generally much cheaper than retail, this is because
they do not have the overhead of salespeople — who
can help you with any little problems which may arise.
Some offset this by giving you a number to call for
help, and the Atari toll-free hot line is always
available. Regardless of mail-order or retail outlet,
determine the supplier's return policy. While warran-
ties from the factory apply, regardless of where you
purchase your printer (as long as you remember to
mail in the warranty registration card), a dealer may
give you additional rights. If you purchase through
the mail, be sure that your package is insured against
any damage in transit.
Common abbreviations.
CPI — characters per inch; measures width
of print.
COST EFFECTIVE SOFTWARE
BY
"The Best Little Software House In Texas"
HO ME BASE by SOFT SECTRE is a
versatile database program lor the home, small busi-
ness or lab In a USER FRIENDLY' MENU driven lormal
H0MEBASE utilizes TWENTY COMMANDS: CREATE.
ADD. LIST, CLIST. CHANGE, CONCATENATE.
SEARCH, SUM, SORT. DELETE, LABELS, LOAD.
PRINT. SAVE. DIRECTORY. HELP, DRIVE. AUDIO.
LOWER CASE. END. An optional SECURITY CODE
prevents unathonzed data tile retrieval and manipula-
tion. Optional AUDIO FEEDBACK signals the end ol a
command response The ATARI version uses a
MACHINE LANGUAGE SORT!
H0MEBASE is ideal lor: MAILING LISTS (we use H
ourselves), household, insurance and equipment IN-
VENTORIES. MAINTENANCE schedules, a PRESCRIP-
TION list; relund COUPON and GROCERY lists. Ready-
lo-use data liles lor Ihese tasks are included. Why buy
several programs' Purchase Ihe ONE program that will
handle all ol your database needs. HOMEBASE by
SOFT SECTRE will SAVE you TIME and MONEY!
SELECTRE by SOFT SECTRE is included in Ihe disk
based package at no additional charge (a $2995
value') Disk DIRECTORIES and PROGRAMS are
loaded with numeric key input allowing even the most
inexperienced person lo easily operate Ihe computer
ATARI OR PET DISK 32K $49.95
PET TAPE 16K $49.95
Add $2 00 lor shipping.
SOFT SECTRE
P0 BOX 1821, PLAN0. TX 75074
Send Inr FREE catalog' VISA/MaslerCard WELCOMED
ATTENTION ATARI DISK
DRIVE OWNERS
Back up your
valuable software.
THE CHIP
THE CHIP with Archiver/Editor Software tor the Atari
810 and 1050 disc drives. Includes Disassembler &
Sector Editor. Includes Custom Formatter and Map-
per. Backs up virtually any disk.
$129.95 POSTPAID
Available soon tor
other Atari compatible disc drives.
HAPPY 810 ENHANCEMENT
Complete with Warp Speed software package. Plug-in
installation — no soldering. Backs up any disc.
Regular Price $249.95
LIMITED SPECIAL OFFER $199.95
Soon available for other disc drives.
HAPPY OWNERS
Update your enhancement with Mappy Version Arch-
iver/Editor. Makes Happy drives compatible with the
chip.
$39.95 POST PAID
All software tor the Atari DISCOUNTED 30% or MORE.
Discounts on all Atari compatible hardware.
Send for tree brochure on any of Ihe above or lor details on our
software discounts.
SOUTHERN SOFTWARE
A DIVISION OF SOUTHERN SUPPLY COMPANY
1879 RUFFNER ROAD BIRMINGHAM, AL 35210
24 HOUR PHONE 205-956-0986
Order before 11 A.M. lor same day shipping.
The Best For Less
CIRCLE #114 ON READER SERVICE CARD
CIRCLE #115 ON READER SERVICE CARD
INDUS GT
$349.95
—GUARANTEED LOWEST PRICES-
CALL OR WRITE
DAISY WHEEL PRINTER $399.95
ATARI 800XL $269.95
APE FACE PRINTER INTERFACE . $59.95
ULTIMA III $39.95
FLIGHT SIMULATOR II $39.95
JUPITER MISSION $39.95
SPACE COWBOY $19.95
FREE TRADER $19.95
UNIVERSE $69.95
SEASTALKER (Infocom's latest)$34.95
BROADSIDES $29.95
50 MISSION CRUSH $29.95
RAILS WEST $29.95
QUESTRON $39.95
SEVEN CITIES OF COLD $34.95
BEACH-HEAD $29.95
RETURN OF HERACLES $24.95
ULTIMA III HELP BOOK $12.95
Please add S2.50 shipping (S4.50 outside USA)
California residents add 6%.
Send Stamped Self Addressed Envelope
for FREE CATALOG
COMPUTER GAMES +
I BOX 6144 |
ORANGE CA 92667
(714) 639-8189
CIRCLE #116 ON READER SERVICE CARD
CPS — characters per second; measures print
speed; larger numbers represent faster speeds.
DPI — dots per inch; measures graphic resolu-
tion; the higher the number, the better the
image.
LIP — lines per inch; measures height of print.
MCBF — mean (average) characters before
failure; measures the life of a component before
repair is needed.
Your turn.
Now you should be prepared to venture forth and
ferret out the printer you need. Take it slow and avoid
the high-pressure salesman and impulse buying, as they
are your worst enemies. If you are thorough in your
search and follow the guidelines in this article, modified
with your own common sense, you will end up treasur-
ing your printer rather than cursing the day you bought
it. □
The author wishes to express his gratitude
to Perfect Computers of Niks, Ohio for their
valuabk assistance in the preparation of this
artick.
DISK WIZARD E
THE MOST COMPLETE UTILITY PACKAGE
FOR ATARI* COMPUTERS AT ANY PRICE
100% MACHINE LANGUAGE -SINGLE LOAD -MENU DRIVEN
THIS USER FRIENDLY PACKAGE INCLUDES THE FOLLOWING POWERFUL
PROGRAMS FOR THE ATARI* 400/800/XL SERIES COMPUTERS (40K REQUIRED)
DISK BACK-UP— SINGLE/DOUBLE DENSITY • SUPPORTS 1 OR 2 DRIVES
• ALLOWS BACKUP OF DISKS PROTECTED BY BAD SECTORING • FAST
COPY OPTION • SECTOR STATUS SUMMARY • OPTIONAL PRINTOUT OF
SECTOR STATUS • DISK MAPPING
DISK EDIT — SINGLE/DOUBLE DENSITY* DISPLAY/MODIFY/PRINT ANY
SECTOR • SECTOR DISPLAYED IN HEX ASCII/ATASCII • WORKSWITH
ANY FORMAT • SCAN SECTORS FOR A SERIES OF BYTES OR A STRING
• DISPLAY/PRINT DIRECTORY • TRACE/REPAIR FILE LINKS • RECOVER
AND AUTOMATICALLY VERIFY DELETED FILES • FORMAT DISKS WITH
AUTOMATIC LOCK OUT OF BAD SECTORS • DECIMAL/HEX NUMBER
CONVERSION
DISASSEMBLER — single/double density • disassemble from
DISK BY SECTOR NUMBERS • DISASSEMBLE COMPOUND BINARY F ILES
BY FILE NAME • OUTPUT TO SCREEN OR PRINTER • SELECTABLE
MNEMONIC DISASSEMBLY WITH OVER 400 STANDARD ATARI MEMORY
LOCATION NAMES
DISK SPEED — VERIFIES/ALLOWS ADJUSTMENT OF DISK SPEED • BAD
SECTORING (810 ONLY)
INCLUDES COMPREHENSIVE MANUAL WITH MANY USAGE EXAMPLES
ORDERING INFORMATION
For last delivery, send certified
check or money order.
MASTERCARD & VISA accepted
(N.Y. Residents add 7% sales tax)
Phone orders accepted on C.O.D.
and charges.
$29" S.&M
vrsx
"ATARI is a regislered Trademark of Atari
SOFTWARE. INC.
100 QUARTZ WAY
SYRACUSE, NY. 13219
ORDERS TOLL FREE
1-800-7320320
Info, and N.Y. Residents
1-315-488-0485
CIRCLE #117 ON READER SERVICE CARD
THIS IS MORMAI
THIS
THIS
THIS
THIS
THIS
THIS
IS NORMAL
ITALIC
IS NORMAL. EMPHASIZED.
I S NORMAL . DOUBLESTR I KE .
IS NORMAL , DOUBL EST R I HE, ITALICS.
I S NORMAL , EMPHAS I ZED , DOUBLESTR I KE .
IS NORMAL , EMPHASIZED r DOUBLESTRIKE , I TALICS.
Printout sample
(shown actual size)
T H X SSI :i: !=I S3 u R is: r ssi e R .1". I» T ..
r H :/: s :/: s .-;;; u f>is.k & a K :/: /■■> r , XT&L.X a s> .
T IM I £3 I E3 D O II II E I IE£ W I D "T" » il ....
T H X ;.-> J2" S Z? £* £/ E9 £... £ M X I? 7" ,iV ,,, X T ,«■ £ T C S .«■
THIS IS DOUBLEW I DTH , EMPHAS I ZED .
T H X S X £3 O O LJ B L... El l*J X D T HI „ D O U .B l..„ IE S T R X K «~ ,.,
Z?0 Ltj&tJL ,£ M X X? TH .*■ X?€»t/Et£. £ S T JR X M£ .-,- X T&JL X C S «.
DOUBLEW I DTH , EMI=I-H=*S I ZED , DOUBLESTR I Kl
Figure 1.
ISSUE 21
ANALOG COMPUTING
PAGE 25
Spelling
Checkers
for the
Atari
by Arthur Leyenberger
Eight years ago the thought of processing words
on a computer at home was far from a reality. Dedi-
cated word processors such as the IBM Magnetic
Tape Selectric Typewriter cost in excess of $10,000
and were out of reach not only of home users of
early microcomputers but most small businesses,
as well. Now there are close to a dozen different
word processors for the Atari computer.
Using a word processor is clearly more productive
than typing, but there is still the chore of proof-
reading. Wouldn't it be great if there was some way
that your computer could proofread your document?
Rejoice — because there are currently three spelling
checkers for the Atari computer, covering a wide
range of features.
Until a couple of years ago, my definition of a
"spelling checker" was Miss Snyder, my seventh
grade English teacher. She was superb at checking
the spelling on my compositions. I could never get
away with anything. Times have changed. In today's
computer jargon, a spelling checker is a program
that proofreads a text file by comparing the words
with a dictionary. All words that do not have a
match are flagged as possible spelling errors. The
dictionary is a list of words contained in a separate
file. Some checking programs have the capability
for the user to add further dictionaries that might
contain often used — but not standard — words,
such as names or technical terms.
Regardless of the spelling program, none can do
all that Miss Snyder did. A spelling program cannot
check for grammatical errors, such as the difference
between words like "their" and "there," "way" and
"weigh" or "to," "two" and "too." Also, contractions,
plurals, hyphenated words, proper nouns and posses-
sives cannot be checked. As a result, these spelling
aids are limited to checking only spelling, and re-
quire the user to understand rules of grammar (and
proofread the document, anyway).
There are currently three spelling checking pro-
grams for the Atari computer. Spell Perfect by LJK
will only check files created by LJK's Letter Perfect
word processor. Spell Wizard by Datasoft will check
any text files in standard Atari DOS format. This
includes files created by Text Wizard (Datasoft) and
AtariWriter (Atari). Atspeller (APX) will also check
standard Atari DOS text files. There is also a new
version of Atspeller that works directly with Atari's
AtariWriter word processor.
It should be noted that LJK does have an inex-
pensive utility program that will translate an Atari
DOS file into an LJK DOS file, and vice versa. Us-
ing this program, you could have Spell Perfect
proof Atari files and Atspeller or Spell Wizard
proof LJK files. I have used this very simple proce-
dure to convert my LJK files into Atari DOS format
files, in order to use Spell Wizard for checking.
PAGE 26
ANALOG COMPUTING
ISSUE 21
How do they work?
All three programs work essentially the same way.
An initial menu is presented when the program is
first run. You typically have the choice of proof-
reading a document, managing your dictionaries or
specifying your system configuration. All three pro-
grams also count the number of words in your docu-
ment — which is a handy feature. Let's take a look
at the specific features of each package.
Atspeller.
by Atari Program Exchange (APX)
The Atspeller package consists of two disks: a
program disk and a dictionary disk containing over
30,000 words. When the program is run, you are
first asked if you have a "personal" dictionary file.
This file is one that you would create from running
Atspeller and saving all of the scientific, technical
and jargon words to a separate dictionary file.
If you do have a personal dictionary, that is read
first. Otherwise, the master dictionary disk is in-
serted into the drive, and you can choose: output to
screen or printer, correction, disk directory/file de-
lete/file rename, search dictionary, return to Atari
DOS or sort personal dictionary. Regardless of your
choice, the program always asks for confirmation
of that choice, a useful feature. Next, you insert
your document disk and enter the filename to be
checked. After the program reads your document
file, you must insert the dictionary disk into your
drive. The program will check your text by reading
the dictionary file and comparing the words. Each
time a word does not have a match in the diction-
ary, you have the choice of correcting the word,
searching the dictionary for correct spelling or ac-
cepting the current spelling.
When your entire text has been scanned, you
have a new, corrected text file. You can then add
the words to your personal dictionary file (or create
this file, if you don't yet have one). Of the 30,000
words in the master dictionary, 10,000 have come
from the American Heritage Dictionary Word Fre-
quency Book. These words have been found to be
the most commonly used words in the English lan-
guage. Before looking up a word in the dictionary
file, the program first checks to see if the word falls
into one of several "nuisance" categories. These spe-
cial cases consist of single-letter words and words
containing a number. Words in these categories are
assumed to be correct.
If words end in the possessive case (with 's), the
ending is removed before the word is checked. For
this reason, it is not necessary to add possessive
words to your personal dictionary file. If not for
these special cases, many words would be flagged as
incorrect, and the checking time would be longer.
Atspeller for the AtariWriter.
Atspeller for the AtariWriter is similar to At-
speller, except that the spelling checking function
can be used from within the AtariWriter word pro-
cessor. There is a simple initialization procedure in
which the Atspeller program becomes the AUTO-
RUN .SYS file, so that it is executed immediately
upon turning on the computer. The Atspeller pro-
gram then presents its own menu, which includes
the AtariWriter menu.
If you use AtariWriter and a printer driver, there
are instructions in the manual for combining the
printer driver and the Atspeller into one autorun
file. The manuals for both Atspeller and Atspeller
for AtariWriter are brief and written clearly. The
major difference is that the Atspeller manual is
typeset and is, therefore, a little easier to read.
Spell Perfect.
by LJK
The package comes on two double-sided disks.
This includes a 40/80-column program disk and a
single/double density dictionary disk. The documen-
tation is in the form of a tutorial. Although it is
better than previous LJK manuals, it is still rather
wordy and difficult to follow at times. One problem
is that instructions for both one- and two -drive
systems are intermixed throughout the text. A bet-
ter method would have been to have one section
for single-drive systems and another for two-drive
systems.
The program is menu-driven and has provisions
for backing up both the program disk and the dic-
tionary disk. I appreciate the ability for backup, but
the implementation is awkward with a two-drive
system. In the case of the program disk, the origi-
nal is placed in drive one, and the backup is writ-
ten to drive two. Backing up the dictionary is just
the reverse, with the original in drive two and the
copy in drive one. A consistent method for making
backups would be less confusing.
To use the program, you choose "proof a docu-
ment" from the main menu and enter the name of
your previously saved text file. The text file and
dictionary file are then loaded. As it is being
scanned, the text is shown at the bottom of the
screen, and unmatching words are highlighted in
inverse video. With each highlighted word, you
have the option to "ignore," "change" or "match."
"Ignore" skips the word and goes on to the next
one. "Change" allows you to fix the spelling of the
word directly. "Match" allows you to search the dic-
tionary for similarly spelled words. Some of the
words that the program thinks are similar are ac-
tually not very similar, but — if it is in the dic-
tionary — the word will be found. A particularly
useful feature is that, if a match is found, you only
need to enter its number. This avoids possible key-
ing errors and saves time.
One aspect of the program that I did not like is
that words of three letters or less are simply not
checked. I can understand that this may have been
ISSUE 21
ANALOG COMPUTING
PAGE 27
done to increase the speed of checking, but — in
my case — this makes the program less usable. This
is because I am a fast typist who uses only four
fingers. I make a lot of letter-reversal mistakes, and
this happens most often with short words. Proof-
reading the document for short words and typo-
graphical errors is still a must.
Another problem with the program is that you
cannot add the corrected words to a separate dic-
tionary. If you want the "misspelled" words to be
included in a dictionary for proofing your next doc-
ument, you must add them — typing them in by
hand, using LJK's word processor, Letter Perfect.
The only solution to this is to add your entire docu-
ment file to a dictionary. This is time-consuming
and often results in adding more words than you
want.
The final irksome part of Spell Perfect is that
more than one user-generated dictionary cannot
reside on the same disk. A separate disk is required
for each. Overall, Spell Perfect is an easy-to-use,
moderately powerful spelling checking program.
Spell Wizard.
by Datasoft
Spell Wizard comes on two disks. One disk con-
tains the program, and the other holds a dictionary
of about 33,000 words. After loading the main pro-
gram, you have the option of proofing a document,
printing a dictionary, searching a dictionary or exiting
the program. Each of these choices results in addi-
tional questions being asked of you. Although this
adds a little time to the overall operation of the
program, it is done in the interest of safety and is
worthwhile. You cannot destroy a document file,
and the program only does what you want it to.
If you choose the proof option from the main
menu, you will be prompted to insert your text disk
in the appropriate drive. A list of all of the file-
names on that disk is displayed on the screen, and
you are asked to select one. Then your file is
loaded, words are compared to the dictionary and
the number of words not recognized — plus total
words in the file — are shown. Once all of this
counting and checking is performed, you are ready
to check the spelling in your document.
In the middle of the screen are three options:
continue scanning (C), make correction (M) and
search (S). As the program scans through your file,
the text is scrolled through a horizontal window at
the bottom of the screen. Whenever a word is not
recognized, the word is highlighted, and the scroll-
ing stops. If the word is spelled correctly, just press
WHAT IS
D:CHECK/C:CHECK?
Most program listings in ANALOG are followed by a table of numbers appearing as
DATA statements, called "CHECKSUM DATA." These numbers are to be used in conjunc-
tion with D:CHECK and C:CHECK, which appeared in the ANALOG Compendium and
Issue No. 16.
D:CHECK and C:CHECK are programs by Istvan Mohos and Tom Hudson. They are
designed to find and correct typing errors when entering programs from the magazine.
For those readers who do not have a copy of either article, send for a copy of back issue
16 ($4.00) or The ANALOG Compendium ($14.95 plus $2.00 shipping and handling) from:
ANALOG Computing
P.O. BOX 615
HOLMES, PA 19043
PAGE 28
ANALOG COMPUTING
ISSUE 21
C, and the scanning continues. If you are unsure of
the correct spelling, you can press S for the search
function to find the word in the dictionary.
A very useful feature of Spell Wizard is its ability
to use wild cards as part of the search criteria. For
example, let's assume you did not know how many
m's or t's there are in the word "committee." You
do know that the word begins with com, so you
could enter "com*" (the * is the wild card indica-
tor). All the words in the dictionary that begin with
com will be displayed on the screen. They scroll
from bottom to top, and the space bar can be used
to pause the display for a longer look.
This process of scanning, making corrections and
searching continues until the program reaches the
end of your document. At that point, you have
several options. You can save the flagged words
to a separate dictionary or combine them with an
existing one. If you decide to use an existing dic-
tionary, the words are inserted into the file alpha-
betically, and duplicates are not entered.
The first few times you use Spell Wizard, the
flagged words will consist of technical terms, proper
nouns and other words that are familiar to you but
not to the dictionary. By saving these words in a
separate dictionary and using that dictionary each
time you use the program, fewer words will be
flagged, and the speed of the checking process will
be dramatically increased. When you save the words,
you have the choice of either performing the save
en masse or approving each entry. This is just an-
other fine touch to this useful program.
Finally, when the checking is finished and you
have saved the flagged words for your dictionary,
you may save the corrected document. Either the
original filename may be used, or you can supply
a new name.
Spell Wizard is an easy-to-use program that has
enough features to satisfy both the casual and the
not-so-casual home writer.
Before I talk about the relative performance of
each of these spelling checking programs, allow me
a brief diversion. I have recently begun using a
CP/M system, Wordstar and Spellstar (Micropro).
When checking my text documents with Spellstar,
the entire process seems to be quicker. This is due
primarily to the program's ability to read dozens of
words from the dictionary file each second, rather
than the handful of words Atari programs are ca-
pable of managing.
Dictionary reading speed is only half of the crite-
(continued on page 34)
r> :
> i
*i
*i
Touch-Tone® Dialer Update
by Tom Hudson
In ANALOG issue 19, we ran the Touch-Tone®
Dialer, a program which allowed your computer to
generate tones that would "dial" your phone. Unfor-
tunately, some phone systems aren't as lenient as the
one here at ANALOG and won't accept the tones
as listed.
Warren P. Silberstein, M.D., of Baldwin, New York,
sent in the following changes that should allow the
Dialer to work properly for everyone. He has used
the Atari's ability to combine two sound registers in
order to give finer frequency control. The POKE in
Line 90 sets up the fine-tune mode.
Simply add the following changes to the exist-
ing program, and you'll be dialing by computer in
no time! □
88 DIM F1C11>,F21H),C1(11),C2(11J,PN$
(20)
98 F8R X=8 TO 3: SOUND X , , . : NEXT X:P
OKE 53768,120
180 FOR X=8 TO UlREAD A, B, D, E :F1 (X) -U
:C1(XJ=B:F2CX)=D:C2CX)=E:HEXT X
238 POKE 53762, CI CN) : POKE 53768, F1CN):
POKE 53766, C2CNJ SPOKE 53764, F2«N)
248 POKE 53767, 168: POKE 53763, 168 :REM
*#* LEAUE TONE OM A MOMENT ***
278 POKE 53767, 8: POKE 53763,0
350 DATA 158,2,176,3
368 DATA 221,2,253,4
378 DATA 158,2,253,4
388 DATA 87,2,253,4
398 DATA 221,2,131,4
488 DATA 158,2,131,4
418 DATA 87,2,131,4
428 DATA 221,2,19,4
438 DATA 158,2,19,4
448 DATA 87,2,19,4
458 DATA 221,2,176,3
468 DATA 87,2,176,3
Atari 800XL Call
1010 Program Recorder 77.00
1027 Letter Quality Printer Call
1050 Disk Drive Call
Atari 850 Interface Call
Atari Light Pen 82.95
Numerical Keypad 104.95
PRINTERS
Alphacom 40C
w/ Interface. . .99.95
Alphacom 80C
w/lnterface. .189.95
Axiom AT-550. 329.00
A ATARI
DISK DRIVES
Indus GT Call
Percom Call
Rana1000 Call
Trak Call
Epson Call
Gemini 10X . .269.00
Okidata Call
Prowriter I Call
Riteman Call
KOALA
Koala Pad-D 69.95
Koala Pad-Cart 74.95
MONITORS
AMDEK Color 1+ Call
USI 12" Amber 149.00
USI 12" Green 139.00
USI 14" Color 269.00
BMC 12" Color 229.00
BMC 12" Amber 99.00
BMC 12" Green 95.00
Phillips 12" Green
w/Sound 129.00
Phillips 12" Amber
w/Sound 139.00
ATARI is a trademark of ATARI. INC.
MODEMS
Hayes Smart
Modem 300 Call
Mark II 79.00
Mark Vll/Auto Ans/
Auto Dial Call
MarkXII/1200 Baud. Call
MPP 1000 C Call
Novation Call
R-Verter Modem
Adaptor 39.95
INTERFACES
Aid Interfast I Call
Ape Face Call
R-Verter Modem
Adaptor 39.95
MOSAIC
48K RAM 94.00
64K RAM/400... 149.00
64K RAM/800 +
Cable Kit #1 .. .169.00
Handyman-D 23.95
Cable Kit #2 14.95
Superdrive-D 23.95
Triangle Replacement
Keyboard for 400 . 54.95
Alien Voice Box 11.99.95
Expansion Memory
for 600XL Call
Back Chair . . . 79.95
(Ergonomic Computer Chair)
QkCall for prices on joysticks, printer cables, blank floppy disks, and other computer accessories.-^)
I
W
ENTERTAINMENT
Caverns of Mars-Cart 32.95
Donkey Kong -Cart 37.95
Donkey Kong Jr.-Cart 39.95
Eastern Front-Cart 32.95
Jousl-Cart 39.95
Jungle Hunt-Cart 35.95
Mario Bros. -Cart 35 95
ENTERTAINMENT (cont'd. )
Ms. Pac-Man-Cart 39.95
Pengo-Cart 35.95
Pole Position • Cart 39.95
Qix-Cart 32.95
Realsports Football -Carl 35.95
Robolron: 2084-Cart .. 35.95
Star Raiders-Cart . 32.95
Tennis-Carl 35.95
HOME MANAGEMENT
Alariwriler-Cart 74.95
Family Finances-D 37.95
Home Filing Manager- D 37.95
Mailing Llst-T 19.95
Syncalc-D 74.95
Synlile-D 74.95
Syntrend-D 74 95
LEARNING
Logo-Cart 79.95
My First Alphabet- D 26.95
PERSONAL DEVELOPMENT
Alarimusic I or II - D 29.95
Conversational French-T 44.95
Conversational German -T 44 .95
Conversational Italian - T 44.95
PERSONAL DEVEL. (cont'd.)
Conversational Spanish-T 44.95
Paint- D 33.95
PROGRAMMING
Microsoft Basic II -Cart 67.95
Atari Macro-Assembler-Cart . 67.95
Atari Basic-Cart 41.95
Assembler Edilor-Cart 46.95
BOOKS
Analog Compendium 9 95
Alan Assembler 14.95
Basic Reference Manual 9 95
Book ol Atari Software 84 17.95
Compute's 1st Book of Atari . . 12.95
Compute's 1st Book/Games . . 12.95
Compute's 1st Book /Graphics. .12.95
Compute's 2nd Book of Atari. .12.95
Compute's 2nd Book/Graphics , 12.95
Compute's 3rd Book ol Atari . . 12.95
Compule's Basic Source Book . 12.95
Compule's Machine Lang/Beg . 14.95
Inside Atari DOS 19.95
Mapping the Atari 14.95
Technical Reference Notes .... 27.95
Your Atari Computer 16.95
BRODERBUND
AE-D 23.95
Arcade Machine -D 41.95
Bank Street Writer -D 49.95
Choplifter-D 23.95
Drol-D 23.95
Gumball-D 20.95
loderunner-D 23.95
Mask of the Sun-D 27.95
Operation Whirlwind-D 27.95
DATASOFT
Basic Compiler-D 55.95
Bruce Lee-D/T 23.95
Dallas-D 23.95
Heathcliff-D/T 23.95
Letter Wizard Call
Micropainter-D 23.95
Money Wizard Call
Nibbler-D/T 20.95
Spell Wizard-D 34.95
Telelalk-D 34.95
Za<xon-D/T 27.95
EPYX
Dragons/Pern-D/T
Fun With Art -Cart
Gateway to Apshai-Cart
Jumpman Jr. -Carl
27 95
27 95
27 95
27 95
Jumpman-D/T 27.95
Pilslop-Cart 27.95
Puzzlemania Call
Summer Games Call
Temple ol Apshai-D/T 27.95
INFOCOM
Deadline -D 34.95
Enchanler-D 34.95
Infidel -D 34.95
Planetfall-D 34.95
Sorcerer-D 34.95
Slarcross-D 27.95
Suspended -D 34.95
Witness-D 34.95
Zork I, II, or lll-D 27.95
Sea Stalker-D 34.95
MICROPROSE
Chopper Rescue-D/T 23.95
Floyd/Jungle-D/T 23.95
Hellcat Ace-D/T 23.95
Mig Alley Ace-D/T 23.95
NATO Commander-D/T 23.95
Solo Flight-D/T 23.95
Spitfire Ace-D/T 23.95
Wingman-D/T 23.95
Hundreds of Items available for the
Atari . . . please call.
MISCELLANEOUS ATARI
Omnimon 82.95
Pitfall-Cart 31.95
River Raid-Cart 31.95
Diskey-D 34.95
Ultra Disassembler- D 34.95
Zombies -D/T 23.95
Codewriter-D 69.95
Star League Baseball-D/T. . . .22.95
Star Bowl Football- D/T 22.95
Death in the Caribbean -D ... 27.95
Dino Eggs-D 27.95
The Heist-D 23.95
Gyruss-Cart 34.95
James Bond-Cart 34.95
Popeye-Cart 34.95
Q-Bert-Cart 34.95
Star Wars-Cart 34.95
Return of Heracles -D 26.50
Master Type- 0/ Cart 27.95
Songwriter-D 27.95
Flight Simulator II -D 37.95
Chatterbee-D 27.95
S.A.M.-D 41.95
Castle Wollenstein-D 20.95
CompuServe Starter Kit 34.95
Home Accountant- D 52.95
Ken Uston's Blackjack - D 49.95
Megalont-D 19.95
Monkey Wrench II -Cart 49.95
Movie Maker-D 41.95
Pogo Joe-D 20.95
Spelunker-D 27.95
Ultima lll-D 41.95
Jupiter Mission-D 34.95
Dreadnaught Factor-Cart 31.95
MISC. ATARI (cont'd.)
Keystone Kapers-Cart 31 95
Anlica 4-D 37.95
Boulder Dash-D/T 20.95
Scraper Caper-Cart 34.95
Miner 2049'er-Cart 34.95
OPTIMIZED SYSTEMS
Action-Cart 74.95
Basic XL-Carl 74.95
MAC/65-Cart 74.95
DOS XL-D 27.95
Aclion Aid-D 27.95
SIERRA ON-LINE
Aquatron-D 20.95
Dark Cryslal-D 27.95
Homeword Speller- D 34.95
Homeword-D 49.95
Oil's Well-D 23.95
Prisoner- D 23.95
Quest for Tires-0 23.95
Ultima II - D 41.95
Ultima l-D 23.95
Wiztype-D 23.95
SPINNAKER
Adventure Creature -Cart 27.95
Aerobics- D 30.95
Ageian Voyage-Cart 27.95
Alphabet Zoo-Cart 23.95
Cosmic Lile-Cart 23.95
Delta Drawing-Cart 27.95
Grandma's House-D 23.95
Jukebox-Carl 27.95
Kids on Keys-Cart 23.95
SPINNAKER (cont'd.)
Kmdercomp-Cart 20.95
Ranch-Cart 27 95
Search/Amazing Thing-D 27 95
Snooper -1 or-2-D 30 95
Trains-D 27.95
All in Ihe Color Caves -Cart. . 27.95
Bubble Burst -Cart 27.95
Kidwriter-D 23.95
SSI
Carrier Force -D
Combat Leader-D/T
Cosmic Balance ll-D .
Cosmic Balance -D
. 41.95
..27.95
. 27.95
. 27.95
Broadsides -D 27.95
.55.95
.27.95
.34.95
. 27.95
. 23.95
23.95
War in Russia-D. . .
50 Mission Crush -D.
Questran -D
Rails West-D
SYNAPSE
Air Support-D/T . . .
Alley Cat-D/T
Blue Max-D/T 23.95
Dimension X-O/T 23.95
Drelbs-D/T 23.95
Electrician -D/T 23.95
Encounter-D/T 23.95
Fort Apocalypse-D/T 23.95
Necromancer-D/T 23.95
New York City-D/T 23.95
Pharoah's Curse-D/T 23.95
Quasimodo- D/T 23.95
Rainbow Walker-D/T 23.95
Relax Stress Reduction System . . . Call
Shamus Case ll-D/T 23.95
Zepplin-D/T 23.95
To Order Call Toll Free
For Technical Info, Order
Inquiries, or for Wise. Orders
800 ■ 558 ■ 0003 41 4 ■ 351 ■ 2007
D-Disk T- Cassette
Cart-Cartridge
ORDERING INFORMATION Please specify system. For fast delivery send cashier's check, money order or direct bank transfers. Personal
and company checks allow 2 weeks to clear. Charges for COD are $3.00. School Purchase Orders welcome. In CONTINENTAL USA, in-
clude $3 00 shipping per software order. Include 3% shipping on all Hardware orders, minimum $3.00. Mastercard & Visa please include
card U and expiration date. Wl residents please add 5% sales tax. HI, AK, FPO, APO, Canadian orders — add 5% shipping, minimum $5.00.
All other foreign orders, please add 15% shipping, minimum $10.00. All goods are new and include factory warranty. Due to our low prices,
all sales are final. All defective returns must have a return authorization number. Please call 414-351 -2007 to obtain an RA# or your return
will NOT be accepted for replacement or repair. Prices and availability are subject to change without notice.
COMPUTABILITY
P.O. Box 17882
Milwaukee. Wl 53217
ORDER LINES OPEN
Mon-Fri 11AM-7PMCST
Sat 12 PM - 5 PM CST
CIRCLE #118 ON READER SERVICE CARD
SpartaDOS and ARCHIVER IF
From the authors of the CHIP!
SpartaDOS is our all new command driven DOS fully compatible with all disk drives made for
the Atari Home Computers™ Supports all Atari compatible densities - both single and double
sided, 5V4 and 8 inch.
UltraSpeed™ I/O allows read/write 2 to 4 times faster than standard!* Comprehensive utilities
include: a sector copier, RS-232 handler, and DOS file translators.
ARCHIVER II allows UltraSpeed backup of all diskettes and compacting of multiple programs
on each disk. Includes an exceptional editor, a speed check, and is fully automatic.
Available now for Atari 810 and 1050 drives! Coming soon for most other brands.
Suggested Retail Price $129.95 (plus shipping and installation)
See SpartaDOS and ARCHIVER II now at leading computer stores or order direct from:
Spartan Software
Div. oflCD, Inc.
828 Green Meadow Ave.
Rockford.IL 61107
815-229-2999 (1:00-9:00 p.m. CST)
' Speed depends on drive hardware . A chip replacement is required for most drives.
SpartaDOS, ARCHIVER It, and UltraSpeed are trademarks ot ICD, Inc. Atari is a registered trademark of Atari. Inc.
CIRCLE #119 ON READER SERVICE CARD
ANNOUNCING A MAJOR BREAKTHROUGH FOR ATARI COMPUTERS:
The Superbly Engineered Indus GT™ Disk Drive The Critically Acclaimed Miles Accounting System IP
PLUG-IN
iljCWJ$C<Cfi
ACCOUNTING
•mv
These state-of-the-art components
transform any Atari computer
into a powerful, productive business system.
Here's the Facts on just how
Go from 88K (or 127K)
to an Astounding 180K!
Your Indus GT disk drive opens
the door to a whole new world
of previously untapped
computing power. The fact is,
the other parts of your Atari,
microprocessor and memory,
are identical to those of an
Apple //e. All your Atari ever
needed was more disk storage...
and with Indus you've got it.
EQUIVALENT SYSTEM
PRICE COMPARISONS:
ATARI
A
•
kooxl
//«
PC
Computer w/64K and 2 Disk Drives
1297
2445
2633
Monitor with Interface and Cable
121
ihcl
680
Printer interface and Cable
134
120
205
: .Printer
449
449
595
TOTAL HARDWARE
1991
3014
4113
General Ledger
145
395
595
Accounts Receivable
145
395
595
Accounts Payable
145
395
595
Payroll
FREE!
395
595
TOTAL SOFTWARE
435
1590
2380
TOTAL PACKAGE
2426
4594
6493
Based on Manufactuers Suggested Retail Price
as of 4/84. Actual dealer price may vary.
Compare Indus GT
performance with other drives.
Housed in a sleek, compact cabinet, the Indus GT coordinates
perfectly with your Atari computer.
Reach track 39 in less than one second. Increase your Atari's transfer
rate 400 percent using the exclusive Indus SychroMesh DataTransfer™
mode. Compare that to others' drives.
And while you're
comparing, consider
the built-in software
that comes with every
Indus GT: A
comprehensive word
processing package, an
electronic spreadsheet,
and a data base
manager.
That adds up to
formidable Atari
performance at about
half the price of an
Apple; hardly a
"games" machine!
Reliability.
Convenience. Protection.
Take them for granted
with Indus.
A smart, smoked-glass dust
cover, activated by air-drive. The
AccuTouch™ push-button
control system. These are just
two of the extra operating
innovations built into your Indus
GT. These big steps beyond the
ordinary assure hassle-free daily
operation, and unusually long
drive life.
Innovations in convenience
abound. Automatic display of
head-positioning; LED-lit Busy
and Protect lights, and a two-
digit LED register, only scratch
the surface. And every Indus GT
includes a rugged, molded
PortaCase™ that doubles as an
80 disk library.
The Indus GT is also the perfect
storage peripheral to power the
incomparable, Miles Accounting
System II.
Please send me information on Indus GT disk drives
and the Miles Accounting System II business software.
YES NO
□ □ I currently own an
Atari. Model #
□ □ I currently own a
disk drive. Brand:
YOUR NAME
iNDUS
INDUS SYSTEMS
9304 Deering Avenue
Chatsworth, CA 91311
■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■A (818) 882-9600
-1984 Miles Computing Inc. and Indus Systems. Miles Accounting System II is a trademark ol Miles Computing Inc. Indus CTis a trademark of IndusSystems. Atari is a trademark of Atari Inc.a Warner Communications Co.
□ I currently own
Miles Accounting
System II modules.
They are:
effective your Atari can be:
The Finest Accounting Syste:
The critics agree. Miles
Accounting System II is not only
the finest accounting system
available for the Atari today, but
it rivals any system available for
other personal computers. And
it's the other half of the
astonishing new Atari business
power package.
While part of the overall
Accounting System, the Miles
Payroll System is particularly
esteemed. Here's what
respected computer industry
publications have to say about it
i available for the Atari today.
"In all respects —
features, performance,
ease of use, docu-
mentation and
support — this is a
professionally con-
ceived and executed
program. We look
forward to other
business software
from Miles Computing
that will serve the
needs of Atari owners."
" The performance of Miles Payroll system
is excellent. It handles all its promised
features quickly and easily. ...It is an easy-
to-learn program that is very powerful."
— InfoWorld
" So much for the Atari's reputation of
being a games-only machine."
— Desktop Computing
JniaWotld
Miles
Payroll System
as....
Periofmance □ □ □ B
Documenlalion D □ D
Eoseof Use □ □ □ Is?
Error Handling □ □ D &
Take absolute, effortless
Command of your firms
Accounting needs...
With one swift stroke.
There are six modules in the
Miles Accounting System II.
Each can function independently
of the others. But when linked
together they can transform
your Atari from a mild-
mannered games machine into a
powerful, integrated business
productivity tool.
Powerful but Simple.
For all of it's versatility and sheer
power, your "new" Atari system
is utterly simple to use... even
for beginners.
As ingenious as the Miles
Accounting System II is, the true
genious is that the programs
have been written to enable
virtually anyone to master them
quickly. And the documentation
is excellent; logical, clear and
concise.
User support is guaranteed
because Miles Computing is a
company that cares about its
customers. That is evidenced by
their willingness to show you
before you buy. With that in
mind, drop by your local
computer store and see our self-
running demonstration of the
Miles Accounting System II.
MILES COMPUTING INC.
7136 Haskell Avenue, Suite 300
Van Nuys, CA 91406
(818) 994-7901
Here's the Bottom Line:
Buying an Atari computer is the
best move you can make. With
an Indus GT and Miles
Accounting System II, there
aren't any computer systems that
can equal its new
price/ performance.
Special Offer.
If you act quickly, you can select
any three Miles Accounting
System II modules, and get a
fourth of your choice absolutely
FREE.
Call today for more information,
or mail the coupon in this ad.
CIRCLE #120 ON READER SERVICE CARD Apple //e is a trademark of Apple Computer Inc. IBM PC is a trademark of Inlernalional Business Machines Inc.
PAGE 34
ANALOG COMPUTING
ISSUE 21
Table 1.
Atspeller
Spell Perfect
Spell Wizard
Price
$39.95
$79.95
$49.95
Requires (RAM)
48K
32K
32K
Features:
Supports 2 drives
yes
yes
yes
Add corrections to:
Master dictionary
no
yes
yes
User dictionary
yes
no
yes
Dictionary size
30K
30K
33K
Max. number
1
1/disk
limited to
user dictionaries
disk size
Output to:
Screen
yes
yes
yes
Printer
yes
no
yes
Create new file
no
yes
yes
Re-write existing file
yes
yes
yes
Search dictionary
yes
yes
yes
Word proc. access
yes
yes
yes
Ignores types of
no
yes, less
no
words
than 4 letters
Backup prog. poss.
yes
yes
no
Performance:
Total words in
1591
1233
1569
sample text file
Time to: (seconds)
Load program
36
10
34
Read file
29
24
Read dictionary
540
95
143
Total time
540
124
167
Words/minute
177
597
563
ria for judging a program of this type. Ease of use is
the other criterion. The Atari spelling checking
programs are much easier to work with than Spell-
star. It is important to realize that there are trade-
offs with any program, and the choice finally comes
down to deciding which program best suits your
particular needs.
Table 1 lists the various features of each of the
spelling checking programs. As can be seen, Spell
Perfect is the fastest (597 words per minute) at
checking my sample text file containing 1569 words.
Since LJK's program ignores words of three letters
or less, the word count was only 1233. Atspeller
was the slowest, at only 177 words per minute. This
is partly the result of the program's reading both
the dictionary and text files alternately, and display-
ing the mismatches in reverse video on the screen.
The text file 1 used for the benchmark is repre-
sentative of what I typically write, and I have only
used the main dictionary for checking. Creating a
user dictionary will speed up the checking process
at the expense of lengthening the dictionary load
ing time. Obviously, more or less unknown words
will affect the performance of the program.
If only one disk drive is used with any of these
programs, some disk swapping must occur. This is
especially true when you decide to use the master
dictionary to look up the spelling of a particular
Software summary.
Name: Atspeller
Type: Spelling Checking Program
System: Atari 400/800XL series
Format: Disk
Language: Machine Language
Summary: An inexpensive spelling program that
works with Atari DOS files.
Manufacturer: Atari Program Exchange
P.O. Box 3705
Santa Clara, CA 95055
Price: $39.95
Name: Atspeller for AtariWriter
Type: Spelling Checking Program
System: Atari 400/800XL series
Format: Disk
Language: Machine Language
Summary: An inexpensive spelling program that
works with AtariWriter.
Manufacturer: Atari Program Exchange
P.O. Box 3705
Santa Clara, CA 95055
Price: $39.95
Name: Spell Perfect
Type: Spelling Checking Program
System: Atari 400/800XL series
Format: Disk
Language: Machine Language
Summary: A usable spelling program for LJK
format files.
Manufacturer: LJK Enterprises
7852 Big Bend Blvd.
St. Louis, MO 63119
(314) 962-1855
Price: $79.95
Name: Spell Wizard
Type: Spelling Checking Program
System: Atari 400/800XL series
Format: Disk
Language: Machine Language
Summary: A useful spelling program for Atari
DOS files. The best value.
Manufacturer: Datasoft, Inc.
9421 Winnetka Ave.
Chatsworth, CA 91311
(213) 701-5161
Price: $49.95
word. I rarely use this dictionary look-up feature.
Instead, I keep a pocket Webster's dictionary close
at hand — I find it faster and easier to use.
All of the programs described in this article are
useful for checking your documents for spelling and
typographical errors. As long as you keep in mind
the inherent limitations of this type of program,
any one will probably meet your casual writing
needs. □
ISSUE 21
ANALOG COMPUTING
PAGE 35
Avalanche
16K Cassette or 24K Disk
by Tommy Bennett
This month, ANALOG continues its custom of
printing assembly-language games with Avalanche, a
public-domain game of skill for one player.
Typing it in.
Before typing anything, look at the listings accom-
panying this article.
Listing 1 is the BASIC data and data checking
routine. This listing is used to create both cassette
and disk versions of Avalanche. The data statements
are listed in hexadecimal (base 16), so the program
will fit in 16K cassette systems. This makes typing
more difficult, but it's a necessary evil.
Listing 2 is the assembly-language source code for
Avalanche, created with the OSS MAC/65 assem-
bler. You do not have to type this listing to play the
game! It is included for those readers interested in
assembly language.
Follow the instructions below to make either a
cassette or disk version of Avalanche.
Cassette instructions.
1. Type Listing 1 into your computer using the
BASIC cartridge, and verify your typing with
C:CHECK (see page 27).
2. Type RUN and press RETURN. The pro-
RcBuildef lets your
imagination mn wild!
CIRCLE
READER SERVICE CARD
PIC-BUILDER
Weekly Reader
Family Software
A division of Xerox Education Publications
Middletown, CT 06457
ISSUE 21
ANALOG COMPUTING
PAGE 37
gram will begin and ask:
MAKE CASSETTE C8) OR DISK (11?
Type and press RETURN. The program will
begin checking the DATA statements, printing
the line number of each as it goes. It will alert
you if it finds any problems. Fix any incorrect
lines and re-RUN the program, if necessary, until
all enors are eliminated.
3. When all DATA lines are correct, the com-
puter will beep twice and prompt you to "READY
CASSETTE AND PRESS RETURN." Insert a
blank cassette in your recorder, press the
RECORD and PLAY buttons simultaneously and
hit RETURN. The message "WRITING FILE" will
appear, and the program will create a machine-
language boot tape version of Avalanche, print-
ing each DATA line number as it goes. When the
READY prompt appears, the game is recorded and
ready to play. CSAVE the BASIC program onto
a separate tape before continuing.
4. To play the game, rewind the tape created by
the BASIC program to the beginning. Turn your
computer OFF and remove all cartridges. Press
the PLAY button on your recorder and turn ON
your computer, while holding down the START
key. If you have a 600 or 800XL computer, you
must hold the START and OPTION keys when
you turn on the power. The computer will "beep"
once. Hit the RETURN key, and Avalanche will
load and run automatically.
Disk instructions.
1. Type Listing 1 into your computer using the
BASIC cartridge, and verify your typing with
D:CHECK2 (see page 27).
2. Type RUN and press RETURN. The pro-
gram will ask:
MAKE CASSETTE (8) OR DISK CD?
Type 1 and press RETURN. The program will be-
gin checking the DATA lines, printing the line
number of each statement as it goes. It will alert
you if it finds any problems. Fix incorrect lines
and re-RUN the program, if necessary, until all
errors are eliminated.
3. When all DATA lines are correct, you will
be prompted to "INSERT DISK WITH DOS,
PRESS RETURN." Put a disk containing DOS
2. OS into drive #1 and press RETURN. The
message "WRITING FILE" will appear, and the
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At last a program that will allow
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these files to disk, printer or cas-
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[CIRCLE #122 ON READER SERVICE CARD|
{Personal checks will have
\o clear belore shipping )
PAGE 38
ANALOG COMPUTING
ISSUE 21
program will create an AUTORUN.SYS file on
the disk, displaying each DATA line number as it
goes. When the READY prompt appears, the game
is ready to play. Be sure the BASIC program is
SAVEd before continuing.
4- To play the game, insert the disk containing
the AUTORUN.SYS file into drive #1. Turn your
computer OFF, remove all cartridges arid turn the
computer back ON. Avalanche will load and run
automatically.
Playing the game.
Plug a joystick in port 1 and press the fire button
to start the game. Up at the top of the screen is a
letter "N" which stands for normal play. Pressing the
OPTION key will switch this to an "H," which stands
for hard play.
The object of Avalanche is to claim the whole side
of the mountain as yours. You claim each square by
moving Leroy onto a square and changing it to the
object color. The object color is indicated by the
flashing arrows in the upper left corner. On the first
level, you just have to jump on a square once to
change it to the object color. On level two, you must
jump on it twice, and so on.
There are up to six different levels, each having
four rounds. When you complete a round, you get
a bonus of 1000 points. You'll receive 25 points for
changing the color of a square.
While you're doing all this, you also have to avoid
the falling rocks and Big George. Big George wears
a baseball hat and will chase after you. The only way
you can get rid of him is to make him follow you in-
to the path of a rock. If a rock hits him, he is out
of commission for now, but he'll be back soon. There's
also a little green man called Henry. Henry won't hurt
you, but he will change the color of the squares back
to their original. To stop him, all you have to do is
touch him — and you'll get 200 points.
You get an extra man at every 10,000 points. Leroy
is moved via the joystick, in four diagonal directions.
It may seem difficult to move at first, but you'll get
used to it after a while. Happy gaming! D
BASIC listing.
18 REM *** AUALANCHE ***
28 TRAP 28:? "MAKE CASSETTE I8J , OR DI
SK {1J";:INPUT DSK;IF DSK>1 THEN 28
38 TRAP 48880:DATA 8,1,2,3,4,5,6,7,8,9
,8, 6, 8, 8, 8 ,8,8,18,11,12, 13, 14, 15
48 DIM DATS t91) , HEX C22J : FOR X=8 TO 22:
READ N:HEHtH)rH:MEKT K : LINE=998 : RESTOR
E 1888: TRAP 128:? "CHECKING DATA"
58 LINE=LIHE+18:? "LINE :"; LINE : READ DA
TS:IF LENIDATS)<>90 THEN 228
68 DATLIH=PEEK<183}+PEEK{184J*256:IF D
ATLINOLINE THEN ? "LINE ";LINE;" MISS
INC!": END
78 FOR X=l TO 85 STEP 2 : DI=ASC tDATS <X,
X3 J -48 : D2=ASC (DATS (X+I , X+1J J -48 : BYTE=H
EX(D1J*16+HEX(D2)
88 IF PASS=2 THEN PUT ttl, BYTE : NEXT X:R
EAD CHKSUM:G0T0 58
98 T8TAL=T0TAL+BYTE;IF T0TAL>999 THEN
T0TAL=T0TAL-1888
188 NEHT K:READ CHKSUM:IF TOTAL=CHKSUM
THEN 58
118 GOTO 228
128 IF PEEK (195) <>6 THEN 228
138 IF PA5S=8 THEN 178
148 IF NOT D5K THEN 168
158 PUT ttl,224:PUT tti,2:PUT tti,225:PUT
ttl, 2: PUT ttl, 8: PUT ttl,32:CL0SE ttl: END
168 FOR X=l TO 116:PUT ttl,8:NEXT X:CL0
SE ttl: END
178 IF NOT DSK THEN 288
188 ? "INSERT DISK WITH DOS, PRESS RET
URN";:DIM IN$(1):INPUT INS: OPEN ttl, 8, 8
,"D:AUTORUN.SYS"
198 PUT ttl, 255: PUT ttl, 255: PUT ttl, 8: PUT
ttl,32:PUT ttl,99:PUT ttl,52:G0T0 218
288 ? "READY CASSETTE AND PRESS RETURN
";:0PEN ttl, 8.128, M C:":REST0RE 238:F0R
X=l TO 40:READ N:PUT ttl,H:NEXT X
218 ? :? "WRITING FILE":PASS=2:LINE=99
8:REST0RE 1888:TRAP 128:G0T0 58
228 ? "BAD DATA: LINE ";LINE;END
238 DATA 8,42,216,31,255,31,169,8,141,
47,2,169,68,141,2,211,169,8,141,231,2,
133,14,169,56,141,232,2
248 DATA 133,15,169,8,133,18,169,32,13
3,11,24,96
1800 DATA 2865E4A9888D08D2A9018584A9AE
858520CF2C28DA21288C23288F2328FA2228AD
23285D23A28FBDA6339D3E36,368
1818 DATA BDB6339DBA37BDC6339DCE37CA18
EBAD8482D8132e8C232eeF2328FA22205D23A9
88854D4C8128AD1FD8C983D8,228
1828 DATA 19A585C9AED888A9A88585A981D0
86A9AE8585A988858428AA24A5858D8936A914
28D3214C3C2828BD2128C821,64
1838 DATA AD128689188D1236AD138689188D
2636A207BD74339D4236CA18F7A97828D32128
BD21A9148D8386AE1306BDD6,982
1848 DATA 338DD822BDDB338DE822BDE8338D
E522BDE5338DEA2220BC2320F124A9018D1486
28AD23AD2886C981F8834C7A,23
1858 DATA 21EE130628E323287924A908854D
AD1386C905D013EE1206A9018D1386AD120685
83200F234C1421A9888D8286,468
I860 DATA 280F234C812028C821A284BD7C33
9DBF37CA18F7AD120609188DC537A28BA9968D
88D2A9A88D81D2A91C8DD822,117
1878 DATA A9888DE022A98628D321A9328D80
D2A9888DD822A91C8DE822A9O628D321CA18D0
A9088D81D228C821AD1286C9,195
1888 DATA 87D884A9868583A9088D20068D82
064C8120C9e2F0834C9B21C689A20FA9788D88
D28A09188D81D2A90528D321,414
1898 DATA CA18ED4CA221C689A9818D6F022O
7924A589D0OEA288BD81339D4236CA10F74C3C
2028FA224C8128A213A9889D,121
1188 DATA 3C36CA18FA68A227A9889DB837CA
i0FA608582A582D0FC60A208BD00E09De038BD
0OE19D0039CAD8F1A22FBDEA,942
1118 DATA 339D1838CA10F7A9388DF482A93E
8D2F02A9338D3102A9548D3082A9038DIDD8A9
388D87D4A9268DC802A9348D,623
1120 DATA C1028DC2028DC302A97C8D00DOA9
748DB1D88D02D08D03D0A9818D6F02A98F8DC4
82A9288DC582A9888DC682A9, 784
1138 DATA D68DC702A9228D01O2A97D8D8882
A222A874A987205CE4A900AA9D88369DF036E8
E0FOD8F5A9C08D0ED468A582,393
1148 DATA F0O2C6824C62E448A9448DOAD48D
16D0A9228D8182A9928D8002684848A9588D8A
D48D17D8A9228D8182A9A78D,269
1158 DATA 0002684848A5CB8D8AD4C928D012
A90085CBA5CC1886A90085CCF004A98E85CCA5
CC8D16D0E6CBA9228DO182A9,692
1168 DATA D68DOOO2684048A98E8D8AD48D16
D0A9FC8D17D0A9928D18D8A9428D19D8A9228D
0102A97D8D88026848A9468D,628
1178 DATA 2836A95D8D2936A58938E9818918
8D2A3660A9368581A9A98588A9818586A486B9
1A3491808818F8A586186982,355
1180 DATA C90FF0128586A5881869278588A5
81690O85814C1B2320AA24A9OO8D12368D2636
A2O5BD90339D8C36BD96339D, 791
ISSUE 21
ANALOG COMPUTING
PAGE 39
1190 DATA 2836CA10F16OA2O5A91G9D0O36BD
8A339D5036CA10F2A9348D6636A92F8D6736A9
078D8D36A9438D8E36A9448D,619
1200 DATA 8F36A9888D9G366QA9018D120685
838D1306A9048589A90O8D1406A9028D5A06A9
608587 A?10858860A?e08Dei , 774
1210 DATA D28DO3D28DO5D28DO7D260A583C9
01FO84C9O4DO07ADEe228D942260C902F004C9
05D0O7ADE5228D942260ADEA,29O
1220 DATA 228D942260A214BD28348D00D2A9
AA8DO1D2BD3D3420D32120E624CA1OE9A23C8E
OOD220E624A90220D321E8E8,358
1230 DATA E8E0519OEE8E0OD220E624A9022O
D321CACACAEO39D0EEA9008DC8O2A9608587A2
0A8AO9A08D01D2A90420D321,32
1240 DATA CA1OF2A9008D01D2A209BD9C339D
BD37CA10F7AD1C86186901C91AD018AD1BG618
6961C91AD0OEAD1BO61869O1, 363
1250 DATA 8D1BO68D0136A91O8D1C868D0236
A9C820D32166ADO136C588F002BO0160E688E6
8920FA22A202A9208D80D2AO,32
1260 DATA OF9809AO8D01D2A9O320D3218810
F2CA10EDA9008D01D260A5848D1C258D3325AD
1206CS03DO11AD1306CS01FO,632
1270 DATA O4C9O3DOO6A9OO8D332560AD1206
C907D006A9088D1C2560C908F0E9C90990EAA9
0O8D1C25F8DEA5871869O285,3O9
1280 DATA 878DC8026O2O322C2OE32CAD2006
C900F00160AD2A06C901D0O62058254C1525AD
78028D31062O5825200226AD,882
1290 DATA 5706C9O1D00BA9008D57062O4D27
4C2F25A9618D5706AD5806C901D00BA90O8D58
062O80254C4625A9O18D58O6,388
1380 DATA 2OCA282O0C3220453I2O262C2O60
314CF724AD2666C9O1DOO16OAD31O6C909D003
4CQE2FC9O5DOO34C282FC906,853
1310 DATA D0634C5C2FC90ADGO34C422F6OAD
2706C9OlD60160AD3266C95eFee4EE32O66OAD
3606C901D0O34CF525AD3906, 95
1320 DATA C9O1F0OEADOAD2300160A9018D39
O62OBA2EAD4206C901D0034CDE252OF42F2OF4
2F2OF42F20F42FADOB86C96D J ,512
1330 DATA B0O16OA9018D42068D27O6A9AF3D
2E0660A9O18D3606AD0AD238O8A9008D3C864C
F525A9018D3C06AD3C06C9O1,359
1340 DATA DGG34CB82F4CCC2FAD2806C9O1D0
0160AD3386C928F004EE33O66OAD46O6C901D0
034CC826AD3406C901DOO34C732
1350 DATA 5326AD1306C902D0034C3A26C904
F0O34C5326AD4506C932FO12AD4706C9029O0B
AD0AD23O66EE45064CC826AD,894
1360 DATA 3706C901D0034CBB26AD3A06C901
FO14AD0AD2300166A9018D3A068D34O6EE47O6
2OCC2EAD43O6C981DO034CA4,976
1370 DATA 262O493O2O493O2O493O204930AD
0C06C96DB00160A9O18D43668D2806A9AF8D2F
0666A9O18D3766AD0AD23008,426
1380 DATA A9OO8D3D064CBB26A9618D3D06AD
3DO6C901DO034C0D3O4C213OA9O18D4606A906
8D4706AD4CO6C9O1DO034C4O,11
1390 DATA 27AD4BO6C9O1F0O8A9018D4BO62O
5O2DAD4DO6C981D0O34C172720493O20493O28
493O204930ADOC06C968B0O1, 395
140O DATA 6OA9O18D4D668D2806A9AF8D2FO6
60A9O18D4C06EE4A0&EE4A66ADOAD2300EA900
8D48O6EE49062O502D4C4O27,231
1410 DATA A9O18D4806CE49O62O682DAD4806
C961D0034COD304C213OAD29O6C901D0016OAD
5O06C901D0834CF727AD35O6,37
1420 DATA C9O1D0034C8227AD1306C963B0O3
4C8227AD4EO6C9O29OO8ADOAD23O034CF727AD
3806C901Dee34CEA27AD3B06 J 174
1430 DATA C901F014ADOAD23OO16OA9018D3B
068D35O6EE4E662OED2EAD4406C961D0634CD3
2720DE3020DE3020DE3020DE, 533
1440 DATA 3OADODO6C96DBeO16eA9O18D4406
8D2906A9AF8D3OO66eA9018D38O6ADeAD23OO8
A90O8D3EO64CEA27A9018D3E,486
1450 DATA 06AD3E06C9O1DOO34C64304C783O
A9O18D5ee6AD53O6C901D0034CAF28AD5106C9
01F008A9018D510620B12DAD,512
1460 DATA 5206C9O1D0834C41282ODE3O2ODE
3020DE3020DE30ADOD06C962B0016OA9O18D52
O68D2906A9AF8D308660A901, 558
1470 DATA 8D53O6ADOee6CDO4O6BO32AD6106
CD0586F0169O1428B12DCE0406EE0506EE05O6
A90O8D4F064CAF282ODE2DCE, 389
1480 DATA O4O6CEO506CE0506A9028D4F064C
AF28ADOlQ6CDO5e6Fei69ei42OC92DEE0406EE
0506EE0506A9018D4F064CAF,14
1490 DATA 282OF32DEEO4O6CE6506CEO506A9
O38D4F86AD4F66C9GOD0Q34C6430C901DQ034C
7830C902D0034C8C304CA030,967
1580 DATA AD26O6C9O1F0O34CFO29AD2DO68D
01D2CE2D06AD2DO6C9AOFQG34CF029A9eO8Dei
D28D26068D2A06A9088D0E06,237
1510 DATA ADO4DOC9OODOO42O732E6O20DD2B
AD1266C901DOO34C3C29C902DOO34C4C29C903
DOO34C7F29C9O4DOO34C6629,308
1520 DATA C905DOO34CA329C9O6D0O34CC629
C907D0034C7F294CC629AD04D8C981D006EEO2
O62O2A314CF029ADO4DOC901,83O
1530 DATA DOO6202A314CFO29C902D0O6EE02
062O33314CFO29ADO4DOC9O1DO09EE0206202A
314CFO29CEO2062018314CFO,841
1540 DATA 29AD04D0C981D006202A314CF029
C902DOO62033314CFO29C904D056EEO2O6203C
314CFO29ADO4DOC9O1D0062O,145
1550 DATA 2A314CFO29C9O2D8O9EEO2062O33
314CF029CE02O62G2A314CF029AD04DGC961D0
062O2A314CFO29C9O2DO062O, 172
1560 DATA 33314CFO29C9O4D009EE02e62O3C
314CF029CE02O62O3331A2OOAOOO2O7F2BAD24
O6C901Fee34ClA2AACeBO6A2,82O
1570 DATA 0O8A99OO3DE8C8E00ADOF7A90O8D
3206A2OO2eB82BAD46O6C961D0034CBE2AA201
AOO22O7F2BAD24O6C901F8O3,237
1580 DATA 4C512AAC0CO6A2008A99803EE8C8
EOOAD0F7A9OO8D33O68D3406A2012OB82BAD5O
06C9O1FO29A202A0O42O7F2B,522
1590 DATA AD24O6C961FOO16OAC0D06A20O8A
99003FC8E8EOOADOF7A9OO8D3506A2O226B82B
60AD2966C901FO0160AD3066,978
1600 DATA 8DO7D2CE30O6AD36O6C9AOF60166
AD07D0C90ODO0CA9058D2306206E3220DA3160
A90O8DO7D28D29O68D5306A9, 387
1610 DATA O88D116660AD28O6C901F0O34C51
2AAD2F068D05D2CE2F06AD2F06C9AOF6O34C51
2AA9008DO5D2AD06DOC9e0D0,7e9
1620 DATA 3220802DA9008D4B068D4D068D46
068D4C068D28068D3306A90A8D4A06A9088D49
068D1006A92D8D0C06A9748D,163
1630 DATA O2DO8D696660A9008D28O68D4C06
A9088D1006ADO6DOC901D0O16O20492BA94C85
8AA933858BAD49068D5906AD, 255
1640 DATA 4A668D5AO620282E6OAD1206C9O1
F013C982FO17C9O3FO1BC904F007C9O5FOOB4C
732BADO6DOC9O2FO1160AD06,646
1650 DATA DOC9O4FO0960AD06DOC9O8FO0160
CE02O66OBD27O6C9OlF6ei6OBD2EO69903D2DE
2EO6BD2EO6C9AOF8O160A9OO,409
1660 DATA 9903D2BDO5D0C90OD006A9O18D24
6660A9Oe9D27069D3666A9689DOFO66OA9009D
36O69D27069D39O69D42O68D,258
1670 DATA 2486A9089DOFO6A92D9D0BO6BD54
069DO1DO9DO8O66OAD31O6C9O9FO6DC905F013
C906FO23C9OAFO156OCE8O06,373
1680 DATA EE0106EE01066OEEOO06EEO166EE
81666OCEOOO6CEOie6CEeiO660EEOee6CEOlO6
CE01O66OADeO068D59O6AD01,878
1690 DATA O68D5AO66OA2FFACO36688D0FDCA
DeF760AD1486C9OODeilA90O8D0206A910A200
9D1AO6E8E0O6DOF8A900A20O J ,893
1700 DATA 9D2OO6E8E064DOF8A9088D0EO68D
OFO68D10068DllO6A9O98DOeO6A9O88DeiO6A9
OA8DO4668DO5O68D4A06A9O8, 457
1710 DATA 8D49O6A97C8DO6068D00D0A9558D
O7O6A9748DO8068D09068D01DO8D62D08D54O6
8D5506A9848D0A068D56O68D,472
1720 DATA O3DOA92D8DeBO68DOC868D0D6618
A9AA8D6OD2696A8D02D269OA8D84D269OA8DO6
D2A9018D1ED0A900A2FF9D00,790
1730 DATA 3C9DOO3D9DOO3E9De03FCADeF16O
AD25O6C909F011ACO766A2OOBDA43299OO3CC8
E8EO10DOF460AD25O6C905FO,782
1740 DATA 1420A02DAC0706A200BDB4329900
3CC8E8E010D0F460AD2506C90AF01420A02DAC
0706A2OOBDC43299OO3CC8E8, 589
1750 DATA EOOFDOF46OAD25O6C966F0142OAO
2DAC0786A200BDD33299003CC8E8E08FD0F460
20802DAC0C86A200BDE23299,7O8
1760 DATA OO3EE8C8EOODD0F420902D602080
2DAC0C06A2OOBDEE3299O03EC8E8EOeDDOF420
9O2D60AC0C06A2008A99O03E,592
•5EE
: 5P6C\AU
DISK DRIVE
HEADQUARTERS
No Penalty For Using Your Credit Cards!
COMPUTER
PALACE
Formerly
Royal Software
DOUBLE DENSITY* PRINTER PORT
The TRAK drives are some of our best sellers. They offer true double-
density storage and feature built-in parallel printer interfaces with print
buffers. The AT-D2 is single-sided & the AT-D4 is a double-sided ver-
sion providing twice the storage in the same size package.
TRAK AT-D2
Our Price $398
TRAK AT-D4
Our Price $529
TRAKAT-S1 ... $289 plus frt
(Double density Slave Drive for
AT-D2, AT-D4)
riajfTf3L.ur'»TBaiB9i
• DOUBLE DENSITY • FREE SOFTWARE
We recommend and sell more of these drives than any other. It offers true double
density, and is so quiet and dependable that you forget that you are using a
disk drive. A Beautiful Jet Black finish with flip-up smoked Plexiglas dust cover
and LED readout make it a visual delight. Add to this, the FREE SOFTWARE
(Word Processing, Spread-Sheet and Data-Base) and a Full One Year Warranty
and you have a winner. Includes DOS-XL.
INDUS GT
Our Price $398
PLUS FREIGHT
No Penalty For
Charge Cards!
& NO. 1 BEST
SELLER!
ASTRA 1620
Our Price $529
PLUS FREIGHT
No Penally For
Charge Cards!
• DOUBLE DENSITY
• DOUBLE DRIVES
AMDEK
MICRO DRIVE
• DOUBLE DENSITY
• DOUBLE SIDED
• 3" MICRO-FLOPPY
• PRINTER PORT
• DRIVE CONTROLLER
This drive packs a lot of storage into a small package which is only a
little larger than the Atari 810 drive. It features two (2) double-density
drives with the storage capacity of four (4) Atari 810's! It offers two
(2) I/O ports to allow daisy-chaining of another drive or other peri-
pherals, and the colors of the housing match the new XL series com-
puters. All in all, this is a whole lot of disk storage for the money. In-
cludes DOS-XL.
Now you can add the convenience and storage capacity of the new 3" micro-disk technology
to your Atari. Each disk-cartridge can store 108K. and several software companies are
releasing programs in this format (LJK. Continental, Broderbund, Penguin, for example).
Also featured is a built-in parallel printer port and a disk drive controller which allows you
to run any 5%" drive including the double-density/double-sided RCP 100 and 200 shown
below left. Includes DOS-XL. No Penalty For No Penalty For
AMDCI ....
Single Drive
Charge Cards!
$499
AMDCII SSSt\
Double Drive pDss
ATARI 1050
• DUAL (1V 2 ) DENSITY
PLUS FREIGHT
Special
Offer'
UP TO $70 SOFTWARE FREE
WITH ANY DISK DRIVE PURCHASE!'
Choose any TWO of these PROGRAMS FREE :
• Repton • Wayout • Or. Goodcode's Cavern • Pathfinder • Match
Racer • Vocabulary Builder 1 • Vocab. Bldr. 2 • Pre-School IQ Bldr 1
• Pre-School IQ Bldr. 2
• Note: Subject to supplies on hand. We reserve the right to substitute
program(s) of equivalent value should your choice be out of stock. OFFER VALID
FROM 7-1-84 to 9-30-84.
RCP
Add-On Drives
if
ci
• Double Density
• Double Sided
For use with
AMDEK or ATR-8000
RCP 100 (1 Drive)
S379 PLUS FRT
RCP 200 (2 Drives)
$595 PLUS FRT
FREE CATALOG
with any order. . .or send $1.00 (refundable
with first purchase).
This is the most comprehensive Atari
reference catalog available! It contains
over 3000 software & hardware listings
with illustrations and descriptions !
// you don't have our catalog
. . . you're missing out
RAN A 1000
Double Density
NEW!
ATX model with
Full Year Warranty
$349
FRT
PFRPflM NEW LOW
PRICE! ,/M
Model 88-S1PD
• DOUBLE
DENSITY
• PRINTER
PORT
MODEL 40-S1
(same as above, but
without printer port)
Only $339 + FRT.
Only $369
;+ FRT
COMPUTER
PALACE
.V-^-X^//
OPEN M-F. 9-6 Sat. 10-4 (Pacific Time)
21 60 W. 1 1 th Avenue Eugene, Oregon 97402 1
USE YOUR CREDIT CARD & CALL
Toll Free 1-800-452-8013
• ORDERS ONLY, PLEASE •
There's never a penalty lor using your credit card!
For Information, Call (503) 683-5361
SHIPPING INFORMATION:
Extra, based on actual weight
of item(s).
Please call (503) 683-5361
or write for information.
A
ATARI
CIRCLE #123 ON READER SERVICE CARD
ISSUE 21
ANALOG COMPUTING
PAGE 41
1778 DATA E8C8E80FD0F760A9OD8D1566A90B
8D2106A9C68DC28268AC8766A268A9O0990O3C
C8E8E814D8F76020182EAC8D, 567
1788 DATA 86A20eBDFA3299003FC8E8E012D8
F428882E6020182EAC6D66A2eeBD0C33990O3F
C8E8E012D0F46O2O182EAC0D,18O
1798 DATA O6A2OOBD1E3399003FC8E8E812D8
F46020182EACOD06A200BD3O3399003FC8E8E0
i2D0F46OA9138D1686A9108D,928
1800 DATA 1786A9568DC3O26OAC6D06A26O8A
99863FC8E8E614D8F768AD5A06858BA9868581
86880680A580858C8e888680,635
1818 DATA 2681A58818658C8580A581696085
81A580186D59068580A581690O8581A5801869
668580A58169368581AO01B1,461
1820 DATA 8A918688B18A918O6OA9O48D6F02
A9028D0386284B31A9AA8D81D2AD07068D00D2
C9F0F009209F2F20262C4C85, 75
1838 DATA 2EA96F8D81D218A9828D66D26981
20262CC9D2D0F4A9008D0OD28D01D2A9638D28
0668AC0B06A2O0BD42339900, 639
1848 DATA 3DC8E8E0OAD0F460AC0CO6A200BD
423399003EE8C8E08AD0F4A9OA8D1586A9088D
2106A9348DC28268ACOD86A2, 616
1858 DATA O0BD423399003FC8E8EO0ADOF4A9
0A8D16O6A9088D1706A9348DC302602OE32CA9
818D2AO620762F209F2F209F,894
1868 DATA 2FCE8E06D00320F930602OFC2CA9
018D2A0620802F2O9F2F209F2FCE0E06D00320
F9386O28182DA9818D2A0620, 527
1878 DATA 762F208A2F208A2FCE8EO6D0O320
F9306O20342DA9018D2A862O882F288A2F288A
2FCE8E06D00320F9306OCE06,191
1888 DATA O6AD66068D00D060EE0606AD0606
8D80DO60AC0706A200B9003C99FF3BE8C8E8H
D0F4CE070660A20O18AD07O6 J ,578
1898 DATA 698EA8B9883C99813C88E8E8HD0
F4EE07866020EO2F20F42F20F42FCE0F06D005
A20020OD316020EA2F20F42F,109
1980 DATA 20F42FCE8F06D805A200200D3160
CE0806AD08O68D01D060EE6806AD08068D01D0
60A20018AD0B066968A8896O,804
1910 DATA 3D99013D88E8E80AD0F4EEOB0660
203530204930204930CE1006D005A20120OD31
60203F30204930204930CE1O,389
1920 DATA O6D605A201200D3160CE0906AD09
868D02D06OEE0906ADO9068D02D060A20018AD
0CO66D2106A8B9003E99013E,861
1938 DATA 88E8EC1506DOF3EE0C066020B430
20DE3828DE30CE1186D005A202200D316020BE
3020DE302ODE30CEil06D005,271
1940 DATA A202200D316020B4302OC8302OC8
30CE1106D005A202200D316O20BE3020C83020
C830CE1106D005A20220OD31 J ,771
1950 DATA 60CE6A86AD0A068D83D06OEE0AO6
AD0A068D03D060AC0D86A2OOB90O3F99FF3EC8
E8EC1606D0F3CE0D066OA200, 318
I960 DATA 18AD8D866D1706A8B9083F99013F
88E8EC1606D0F3EE0DO660A9018D26068D2A06
A9AF8D2DO6AD31068D258660, 329
1970 DATA A9019D27O6A9AF9D2E0660A94C85
8AA933858B20193220192C2O282E68A94E858A
A9334C1E31A950858AA9334C489
1988 DATA 1E31A952858AA9334C1E31A9018D
1ED060A90O8D03D28D02D28D05D28D04D28D07
D28D06D260ADOCD0C9019038, 383
1990 DATA C9O4D015AD4606C901D00E2OE72A
A9028D2306206E324C9F31AD0CD0C988D007AD
5O06C901F011AD2C06C9O4F0,747
208O DATA 04EE2C0660A9028D200660A90O8D
2CO6AD5086C901D068AD0FD0C901D011AD2B06
C9O4FO04EE2BO660A9028D2O, 927
2810 DATA 0660A9O08D2B06AD0FDOC902903C
C904DOO7AD4606C901F03120182EA9008D5006
8D29O68D52O68D51068D4E06, 719
2820 DATA 8D5386A9OA8D84068D0506A9088D
1186A92D8D8D86A9848D0A068D03D060AD0206
C91CDO05A9018D200660A0O5, 285
2830 DATA 18B91A866985C91AD815A9109988
36991A0688B91A06186901991A064C4332A915
990O36991AO688B91A061869,594
2840 DATA O2C91AF007990036991A0660A910
990O36991 A0688B91A06186981C91AF0ED990O
3699 1A8660A00318B91A066D, 323
2850 DATA 2306C91A902238E91A8D226618A9
106D22O6990036991A86A9808D22068818B91A
066901C91AF0E4990O36991A,929
2O60 DATA 86600C1E3F2B2B3F2B371E1E1212
1B366C483878FC04D4FCD4EC78784848D86C36
120E1F37371F0F1F1FOE0A2E,397
207O DATA 3E1BODO47OF8ECECF8F0F8F87O5O
747CD8BO2OA050283C7E6A7E763C3C2436050A
143C7E567E6E3C3C246C8C1E,56
2O80 DATA 1EFF2B2BFFFF2D333F1E12121B36
6C80307878FFD4D4FFFFB4CCFC784848D86C36
0O0C1E1EFF2F2FFF7F2F1F3F,44
2O90 DATA 1E12127E361B0O3O7878FFF4F4FF
FEF4F8FC7848487E6CD808183C7EFFFFFF7E3C
180O03O443448384C3C47O70,520
210O DATA 7046003606068686868686060606
0606O606O6060606O66606O606415433B2A5A1
A4B98085852C6536652CA7A1,525
2110 DATA ADA580AFB6A5B22328212E2725EC
E5F6E5EC9AF2EFF5EEE49AA2AFAEB5B3801110
1O1000OOOO002136212C212E,776
2126 DATA 232825008800223980342F2D2D39
0022252E2E253434A1AEA1ACAFA78OA3AFADBO
B5B4A9AEA70OOF5A049C0086,624
2138 DATA F66C92O01AA476540OC442226603
8F3F7F3F0F0300C0FOFCFEFCF0C0000O066C18
300060OO0C1E3F2B3F1E1236,228
2148 DATA 088C7E7F7E0C080010307EFE7E3O
1O0O03040304030403040304830403043C2F0O
2F3C483C0O484O4840484880,84
2158 DATA 5148514851486B6E676B87070707
07070707070707070707070707000000006008
000080000000000000008000,705
CHECKSUM DATA
(see page 27)
10 DATA 18,351,496,811,423,729,280,603
,555,573,694,613,29,205,214,6514
160 DATA 144,198,962,780,491,30,155,18
4,169,621,862,946,668,12,442,6584
1868 DATA 897,714,698,848,986,912,855,
985,987,65,924,599,637,973,536,11528
1210 DATA 956,795,134,916,723,663,761,
550,629,542,866,739,857,897,731,18759
1360 DATA 841,601,905,501,765,733,777,
790,893,765,712,884,963,768,75,18893
1518 DATA 627,818,575,726,564,591,782,
715,784,828,799,814,787,770,788,10672
1660 DATA 602,821,759,837,828,696,8,89
5,818,915,24,855,818,737,638,18251
1810 DATA 395,770,633,883,888,799,667,
838,693,698,445,628,626,337,58,9278
1968 DATA 988,696,978,978,734,688,679,
618,539,565,82,167,544,7,277,8516
2118 DATA 887,728,736,381,774,3586
Assembly language listing.
#»#*-»**»*•»**«<**»**»#»
* ' AVALANCHE
ft
# writt
an bv
: tommy
BENNETT »
#*#•#♦#»#»*»#»#»*»»»
»»*#»#»#**
i03 SYMBOLS
! ! !
COLPM0
,
»02ce
IP/H COLORS
CDLPM1
■
• 02C1
C0LPM2
■
»02C2
C0LPM3
■
• 02C3
COLPF0
»
»02C4
IPLAYF1ELD COLORS
C0LPF1
n
• 02C3
C0LPF2
o
• 02CA
COLPF3
m
♦ 02C7
COLBK
m
»02ca
CHBA3E
m
»02F4
1CHAR. SET ADDRESS
HPO9P0
m
»D000
IP/M HORIZONTAL
HP03P1
a
»D001
IRE8I9TERS
HP03P2
m
»D002
HP03P3
m
• D003
P0PF
m
»D004
(COLLISION
P1PF
m
• D003
1RESI9TERS
P2PF
m
• D006
P3PF
a
»D007
P0PL
m
*D00C
P3PL
m
• D00F
QRACTL
m
»D01D
; GRAPHICS CONTROL
HITCLR
m
»D01E
ICDLL1SI0N CLEAR
WSYNC
m
• D40A
(WAIT FOR SYNC
Nil I EN
m
»D40E
(INTERRUPT ENABLE
PRIOR
m
»B2AF
(PRIORITY
DMACTL
M
»022F
(DMA CONTROL
AUDFl
M
• D200
•AUDIO
AUDC1
■
• D201
•REGISTERS
AUDF2
»
• D202
AUDC2
m
• D203
AUDF3
m
• D204
AUDC3
m
• D203
AUDF4
m
• D206
AUDC4
m
• 0207
AUDCTL
m
• D20B
SETVBV
m
• E43C
IVBLANK SET
X1TVBV
m
• E462
!V8LANK EXIT
SI01NV
m
• E463
!3ID INIT
CONSOL
m
• D01F
; CONSOLE KEYS
PC0LR2
m
• 02C2
IP/M COLOR
PC0LR3
m
»02C3
1
3TICK0
M
»0278
I STICK
STRIB
m
• 0284
I3TICK TRIB8ER
RANDOM
m
• D20A
; RANDOM •
ATRACT
m
»4D
(ATTRACT MODE FLAB
PMBASE
m
• D407
;P/M ADDRESS
DLISTL
m
• 0230
(DISPLAY
0LI3TH
*
• 0231
IL13T ADDR
PMAREA
*
• 3800
)P/M MEMORY
PLAY0
■=
PMAREA*
• 0400
PLAYl
M
PMAREA+
• 0300
PLAY2
■
PMAREA+»0600
PLAY3
m
PNAREA+
• 0700
DISP
m
• 3600
(DISPLAY MEMORY
DI3P1
™
DI9P*20
DISP2
■
Dl3P«-40
DISP3
at
DiaPt-60
DISP4
m
DISP<-80
DISP3
■
DISPi-100
DISP7
■
DISP*140
DISP22
m
DISP-l-440
CH3ET
■
• 3800
ICHAR. SET ADDR
IPABE
VARIABLES
'
#—
• 80
LQ
»■
♦ +1
(2-BYTE. . .
HI
*■
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(WORK ADDRESS
TIMER
*«
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(EVENT TIMER
LVL
• w
»»1
(LEVEL *
OPT
*m
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(OPTION KEY FLAB
T08
*m
•■■►1
(EASY/HARD VALUE
PADCT
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(JUMPIN8 PAD INDEX
COLR
»■
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(COLOR WORK REG.
PNT
»«
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TQH
#■
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(LIVES
FILE
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(PAD COLOR POINTER
T1HE34
»•
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(PLOT WORK AREA
[U9ER SYMBOLS ! ! !
»•
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PCOL
»■
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(PL COL •
PROM
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(PL ROM •
NUM3Q
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TIME
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3C0L
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SROM
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PXP03
»B
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(PL XPOS
PYPOS
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XP03P1
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(POSITIONS
XP03P2
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XP03P3
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(PLAYERS. .
YPOSP1
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COUNT 1
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LENBTH
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SCORE
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BACK
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ADDNUM
• «
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ADD
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SUM
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FALOFF
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DIRFLB
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SOIFLB
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S03FLQ
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S04FL8
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PITCH2
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I
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I
PITCM4
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DIRECT
#■
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DRP1
• M
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DRP2
»■
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BAL1FL0
»■
»♦!
(ROCK FLAGS
BAL2FLB
*m
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B1MOV
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B2M0V
mm
• ♦1
IFLAS'S. .
B3M0V
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B1DRP
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B2DRP
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B3DRP
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B1DIR
ttm
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B2DIR
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B3DIR
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B1DRM
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B2DRM
*-
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B3DRM
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FNBIDRP
*m
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FNB2DRP
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• •M
FNB3DRP
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MAN
•a
*+l
(GREEN MAN
BRNFLS
*v
*+l
(GREEN MAN PRESENT
0UTFLB2
*m
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8RNDIR
*■
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IBREEN DIRECTION
BCOL
*»
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IBREEN MAN COLUMN
SROM
*=
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(BREEN MAN ROM
8RNDRP
•a
«"H
IBREEN DROP FLA8
SRNNOV
»■
»+l
(GREEN MOVE FLA8
BRNFNDRP
«■»
»*1
(BREEN DROP FINISH
0UTFL8
*■
»♦!
BRDIR
•m
**1
IBEOROE DIRECTION
GR8FL8
#-
n-I
(GEORGE PRESENT
BRBDRP
•■
»tl
[GEORGE DROP
FN8RDRP
*m
»+l
(8EORBE DROP FINISH
8R8M0V
*m
»fl
(GEORGE MOVE FLAB
HPQS
*m
•+3
ITMP LOC. .
TEMP
Wm
»+l
TEMPI
• B
»+l
COL
#»
»*1
(PLOT COLUMN
ROM
»■
• ♦l
(PLOT ROM
(AVALANCHE CONTROL CODE
'
»»
• 2000
STRTIT
JSR
8I0INV
UNIT SOUNDS
LDA
•0
(SET AUDIO CONTROL
STA
AUDCTL
LDA
tt
(SET EASY MODE
STA
OPT
LDA
• 174
STA
TOO
JSR
PMCLR
JSR
3ETCHR
(SET UP CHARSET
JSR
INILVL
(SET LEVEL INFO
JSR
SCREEN
> INIT SCREEN
JSR
SHOLIV
(3H0M LIVES
JSR
SNDQFF
(NO SOUNDS
JSR
ZERQSC
(ZERO SCORE
LDX
• 19
(DISPLAY. . .
3ETAUTH
LDA
TITLE. X
(TITLE.
STA
DISP3*2
X
LDA
AUTHOR,
( (AUTHOR.
STA
DI3P22+2, X
NEMLVL
8H0LVL
LDA MA8MS8.X (MAGAZINE
STA DISP22*22,X
DEX
BPL SETAUTH
LDA STRI8
BNE N03TRB
JSR INILVL
JSR SCREEN
JSR SHOLIV
JSR ZEROSC
LDA 00
STA ATRACT
JMP READY
LDA CONSOL
CMP »3
BNE SHODIF
LDA TOS
CMP 0174
BNE NORMAL
LDA 0168
STA TOO
LDA 01
BNE 3ETDIF
LDA »174
STA TOS
LDA 00
STA OPT
JSR STODIF
LDA TOS
STA DIBP»9
LDA 020
JSR MAIT
JMP CK8TR8
JSR CLINE3
(TRIG PRESSED?
I NO!
( INIT LEVEL
( INIT SCREEN
(SHOM LIVES
I ZERO SCORE
(NO ATTRACT MODE
(80 TO IT!
I BET CONSOLE
(OPTION PRESSED?
(NO!
(SET DIFFICULTY
( NORMAL?
(NO. SET NORMAL
(SET HARD
(NORMAL DIFFICULTY
(SAVE DIFF
(AND INITIALIZE
(BET DIFF CHAR
(SHOM ON SCREEN
(MAIT 20 JIFFIES
(LOOP BACK
(CLEAR SCREEN LINE 3
JSR CLINE22 I AND LINE 22
LDA LEVEL (SET LEVEL
ORA 0*10
STA DISP-HB I SHOM ON SCREEN
LDA ROUND (SET ROUND
ORA 0*10
STA DISP1+18 (SHOM ON SCREEN
LDX 07 (SHOM READY!
LDA RDYMSB.X
STA DISP3+6.X
DEX
DEAD2
DEDSND
BPL SHORDY
LDA 0120
JSR MAIT
JSR CLINE3
LDA 020
STA TIME
LDX ROUND
LDA R1SET.X
STA DLI4CI+1
LDA R2SET.X
STA DLI4C2+1
LDA R33ET.X
STA DLI4C3+1
LDA R4SET.X
8TA DL14C4fl
JSR SETLD
JSR GAME
LDA 01
STA START
JSR SNDOFF
LDA BACK
CMP 01
BEE LVLEND
JMP CKDED2
INC ROUND
JSR BONUS
JSR BONLIF
LDA 00
STA ATRACT
LDA ROUND
CMP 03
BNE N0TR3
INC LEVEL
LDA 01
STA ROUND
LDA LEVEL
STA LVL
JSR SCREEN
JMP NEMLVL
LDA 00
STA NUMSO
JSR SCREEN
JMP READY
(MAIT 120 JIFFIES
(ERASE LINE 3
(GET ROUND
I AND SET COLORS
( INIT DIFF FACTORS
(80 TO MAIN SAME
(RESET START FLAB
(TURN OFF SOUND
I8ET PLAY END REASON
(SCREEN COMPLETED?
(YES!
(NO, CHECK DEATH
(NEXT ROUND
(DO BONUS
(CHECK BONUS LIFE
I NO ATTRACT MODE
(SET ROUND
(ROUND 3?
(NO!
(NEXT LEVEL!
(RESET ROUND
(SAVE LEVEL
(SET SCREEN
INEH LEVEL
10 OF SQUARES
I
m
ro
(SET COLORS
(SET SCREEN
I ME' RE READY!
JSR CLINE22 I CLEAR LINE 22
LDX 04 (NEH LEVEL MESSAGE
LDA LVMSB, X
STA DISP22+7.X
DEX
BPL SHOLVL
LDA LEVEL (SHOW LEVEL
ORA 0*10
STA D13P22-1-13
LDX 011 (MAKE LEVEL SOUND
LDA 0130 (SET SOUND,
STA AUDF1
LDA 01&B
STA AUDC1
LDA 028
STA DLI4C1+1
LDA 0136
STA DLI4C2+1
LDA 06 (MAIT
JSR MAIT
LDA 030 (CHANGE SOUND
STA AUDF1
LDA 0136 (AND COLORS
STA DLI4C11-1
LDA 028
STA DLI4C2-H
LDA 06 (MAIT A8AIN
JSR MAIT
DEX
BPL NL8ND
LDA 00
STA AUDC1
JSR CLINE22 I ERASE LINE 22
(SET LEVEL
(LEVEL 7?
(NO!
(MAKE IT 6 ABAIN
JIFFIES
(MORE SOUNDS?
[YES!
(TURN OFF SOUND
o
CD
O
O
TJ
c
Q
LDA LEVEL
CMP 07
BNE N0T7
LDA 06
STA LVL
LDA 00
STA BACK
STA NUMSO
JMP READY
CMP 02
BES DEAD2
JMP CKDED3
DEC TOM
LDX 013
LDA 0120
STA AUDF1
TXA
ORA 0*10
STA AUDC1
LDA 03
JSR MAIT
DEX
BPL DEDSND
JMP CHKEND
DEC TOM
LDA 01
STA PRIOR
(RESET PLAY FLA8
(AND SBUARES
(SO PLAY!
(HIT BY ROCK?
(YES!
(NO. ME FELL.
( 1 LES8 LIFE
(DO DEATH SOUND
(SET SOUND
(MAIT 3 JIFFIES
(NEXT SOUND
(CHECK END OF GAME
I 1 LESS LIFE
(RESET PRIORITY
CO
CO
c
m
NOTEND
CLINE3
CL3LP
CLINE22
CL2ZLP
WAIT
WAITLP
SETCHR
HOVCHR
NOTIM
DLIt
J3R
LDA
BNE
LDX
LDA
STfl
DEX
BPL
JNP
JSR
JMP
LDX
LDA
STA
DEX
BPL
RTS
LDX
LDA
STA
DEX
BPL
RTB
STA
LDA
BNE
RTS
LDX
LDA
STA
LDA
STA
DEX
BNE
LDX
LDA
STA
DEX
BPL
LDA
STA
LDA
STA
LDA
STA
LDA
STA
LDA
STA
LDA
STA
LDA
9TA
LDA
STA
STA
STA
LDA
STA
LDA
STA
STA
STA
LDA
STA
LDA
STA
LDA
STA
LDA
STA
LDA
STA
LDA
STA
LDA
STA
LDX
LDY
LDA
JSR
LDA
TAX
STA
STA
INK
CPX
BNE
LDA
STA
RTS
LDA
BEQ
DEC
J HP
PHA
LDA
STA
STA
LDA
9TA
LDA
STA
BQNL1F (BONUS LIFE CHECK
TOM (MORE LIVE8?
NOTEND I YES!
•S [NO, SHOW END ME83ASE
ENDMSS.X
D1SP3+A, X
SHOEND
CK3TRQ
SHOLIV
READY
• 19
•
DI3P3.X
DLIZ
DLI2C1
180 CHECK RESTART
(SHOW LIVE3 LEFT
I AND PLAY!
I ERASE 3RD SCREEN LINE
CL3LP
#3? I ERASE LAST 2.
• (SCREEN LINES
DISP22.X
TIMER
TIMER
WAITLP
I SET TIMER
;8ET TIMER
(NOT ZERO YET
(TIME'S UP!
(COPY CHAR SET
•
*E000,X
CH8ET.X
»E100,X
CHSET+»0100,X
MOVCHR
•47 (AND CHANQE. . .
NEWCHR.X [THE CHARACTERS...
CH3ET+24,X [WE'RE US1NB!
CHQCHR
• >CHSET [TURN ON. . .
CHBA3E [OUT CHAR SET
•62 (TURN ON DMA
DMACTL
» >DLIST [POINT TO. . .
DLISTH (OUR...
• <DLI3T [DISPLAY...
DLI3TL [LIST!
•3 [TURN ON GRAPHICS
SRACTL
• >PMAREA [SET P/H AREA
PMBASE
•38 [SET COLORS
COLPM0
• 32
COLPMI
C0LPM2
C0LPM3
• 124
HPDSP0
• 116
HP0SP1
HP0SP2
HP09P3
• 1
PRIOR
• IS
COLPF0
• 40
C0LPF1
• 136
C0LPF2
•214
C0LPF3
» >DLI1
•0201
• <DLI1
• 0200
• >VBLANK [SET VBLANK
• < VBLANK
• 7
SETVBV
•0 (CLEAR SCREEN
DI3P.X
DISP*240,X
• 240
CLSCRN
•192 [TURN ON DLI,
NMIEN [VBLANK!
TIMER [SET TIMER
NOTIM I IT' 8 ZERO!
TIMER (DECREMENT TIMER
XITVBV (ALL DONE!
••44 [SET COLPF0
USYNC
• D016
• >DL12 (POINT TO DLI »2
•0201
• <DLI2
• 0200
DLI3A
DLI3B
DLI 4
DLI4C1
DLI4C2
DL14C3
DLI4C4
[SET P/M POSITIONS
[SET PRIORITY
[SET MISC. COLORS
[POINT TO DLI
SETPAD
SPADLP
ZEROSC
ZSCLP
PLA
RTI
PHA
LDA
STA
STA
LDA
STA
LDA
STA
PLA
RTI
PHA
LDA
STA
CMP
BNE
LDA
STA
LDA
BPL
LDA
8TA
BED
LDA
STA
LDA
STA
INC
LDA
STA
LDA
8TA
PLA
RTI
PHA
LDA
3TA
STA
LDA
3TA
LDA
3TA
LDA
8TA
LDA
STA
LDA
STA
PLA
RTI
LDA
STA
LDA
8TA
LDA
SEC
SBC
ORA
STA
RTS
LDA
3TA
LDA
8TA
LDA
STA
LDY
LDA
STA
DEY
BPL
LDA
CLC
ADC
CMP
BEQ
STA
LDA
CLC
ADC
STA
LDA
ADC
STA
JMP
JSR
LDA
STA
STA
LDX
LDA
STA
LDA
3TA
DEX
BPL
RTS
LDX
LDA
STA
LDA
|3ET C0LPF1
••SB
WSYNC
• D017
• >DLI3 [POINT TO DLI «3
• 0201
• <DLI3
• 0200
1T0SSLE. . .
[FLA3HIN3.. .
(ARROW. . .
[COLORS
• CB
WSYNC
• •28
DLI3B
•0
•CB
•CC
DLI3A
•
• CC
DLI3B
• »8E
•CC
•CC
•D016
•CB
• >DLI4
• 0201
• <DLI4
• 0200
• *0E
WSYNC
• D016
• »FC
• D017
• •92
• D018
• •42
•D019
• >DLI1
• 0201
• <DLI1
• 0200
•70
DI8P2
•93
DISP2-M
TOM
• 1
• •IB
DISP2+2
• >CDIBP-H693 [POINT TO..
HI [PAD AREA
• <CDlSP-fl69] [ON SCREEN
LO
•1 (AND SET UP PADS!
PADCT
PADCT
PADATA.Y
(L0> ,Y
SPADLP
PADCT
•2
• IS
PADEND
PADCT
LO
• 39
LO
HI
•0
HI
8ETPAD
STODIF
•0 [ERASE
DISPfIS [LEVEL «
DISP+38 [ROUND •
I POINT TO DLI »4
[SET COLPF0
[POINT TO DLI •!
[HAN CHAR
[EQUAL SI8N
[BET • LIVES.
[PUT ON SCREEN
L14
CL2S
L23
L36
BONUS
MUSLP
•3 [SHOW LVL/RND MESSAaES
LVLHSG.X
DISP+12.X
RNDMSB.X
DISP1+12.X
SETLR
•S [ ZERO SCORE
• 16
DISP.X
CHBNSB.X I8ET CHANBE TO H38
STA
DEX
BPL
LDA
STA
LDA
STA
LDA
8TA
LDA
STA
LDA
STA
LDA
STA
RTB
LDA
STA
8TA
9TA
LDA
STA
LDA
STA
LDA
STA
LDA
STA
LDA
STA
RTS
LDA
8TA
STA
STA
STA
RTS
LDA
CMP
BEQ
CMP
BNE
LDA
STA
RTS
CHP
BEQ
CMP
BNE
LDA
STA
RTS
LDA
STA
RT8
LDX
LDA
STA
LDA
STA
LDA
JSR
JSR
DEX
BPL
LDX
STX
JSR
LDA
JSR
INX
INX
INX
CPX
BCC
STX
JSR
LDA
JSR
DEX
DEX
DEX
CPX
BNE
LDA
3TA
LDA
STA
LDX
TXA
ORA
8TA
LDA
JSR
DEX
BPL
LDA
STA
LDX
LDA
STA
DEX
BPL
ZSCLP
•32 [SET UP ARROWS
DI3P3+2 (AND COLOR INDICATOR
• 47
DIBP3«-3
• 7
DI3P7+1
• 67
DISP7+2
• 68
DISP7*3
•a
DISP7*4
CO
co
c
m
IV)
[START AT
[LEVEL 1,
[ROUND 1
[4 LIVES!
[SET START FLAB
[SET MISC VARIABLES
[TURN OFF. . .
[SOUND CHANNEL 1
[SOUND CHANNEL 2
[SOUND CHANNEL 3
[SOUND CHANNEL 4
(SET LEVEL
[LEVEL 1?
[YES!
[LEVEL 4?
[NO! CHECK 2/3
-1 (SET COLOR
•1
(LEVEL 2?
(YES!
[LEVEL 3?
[NO!
-1 [SET COLOR
•1
•t I9ET COLOR
•1
[PLAY MUSIC
[SET NOTE
[SET DURATION
[WAIT,
[CYCLE COLORS
(MORE NOTES?
[YES!
[DO DOWN-SLUR
• 1
LEVEL
LVL
ROUND
• 4
TOM
•
START
• 2
ROW
• 96
CQLR
• 16
PNT
•
AUDC1
AUDC2
AUDC3
AUDC4
LVL
• 1
L14
•4
CL23
DLI4C2
DLI2C1
•2
L2S
•S
L36
DLI4C3->
DLZ2C14
DL14C4-.
DLI2C1*
•20
NOTE.X
AUDFl
••AA
AUDC1
DUR.X
WAIT
COLCYC
MUSLP
•60
AUDFl
COLCYC
•2
WAIT
• Bl
MDOWN
AUDFl [NOW UP-SLUR
COLCYC
•2
WAIT
•37
MUP
•0
COLBK
•96
COLR
• 10
•*A0
AUDC1
• 4
WAIT
>
-z.
>
5
o
o
o
c
H
■z.
o
[RESET BACKEND COLOR
[AND FADE OUT
[LAST NOTE
FADE
•
AUDC1
•9
BONMSB.X
DISP22*3,X
SHOBHS
I SHUT OFF SOUND
[SHOW BONUS MESSA8E
i
m
■p..
co
LDA 9C0RE+2
(ADD 1000 POINTS
cue
ITD SCORE
ADC tt
CMP #26
BNE SH0SP2
LDfl SCORE-M
CLC
ADC »1
CMP #26
BNE SH03P2
LDA SCQRE-M
CLC
ADC #1
9TA SCORE+1
STA DISP+l
LDfl *14
3HQBP2
STfl SCORE+2
3TA DISP+2
LDA *200
(WAIT 200 JIFFIES
J9R WAIT
RTS
BONL I F
LDA DISPf!
■SET SCORE
CUP PNT
I > BONUS AMT?
BED BRRET
|NO!
BC3 BONUSL
JYE3!
BRRET
RTS
BONUSL
INC PNT
IINC BONUS LEVEL
INC TON
I 1 MORE LIFE
JSR SHOLIV
ISHOH LIVES
LDX *2
!3 BONUS SOUNDS
LDA (32
IP1TCH - 32
STA AUDF1
BLS1
LDY #13
1 VOLUME IS
BLB2
TYA
ORA »*A0
STA AUDC1
LDA *3
■ LEAVE ON 3 JIFFIES
JSR WAIT
DEY
(NEXT VOLUME
BPL BLS2
DEX
■NEXT SOUND
BPL BLS1
LDA ••
(TURN OFF SOUND
STA AUDC1
RTS
STODIF
LDA OPT
ISET DIFF FLAB
STA OPTNH-1
I9T0RE IN...
STA 0PTN2-H
1 PR09RAM
LDA LEVEL
IQET LEVEL
CMP #3
(LEVEL 37
BNE N0TL3
INO!
LDA ROUND
ISET ROUND
CMP 01
1 ROUND 17
BEO SET1
■ YES!
CMP #3
J ROUND 37
BNE N0TL3
INO!
SET1
LDA 00
STA 0PTN2+1
ISET DIFFICULTY
DIFRT8
RTS
N0TL3
LDA LEVEL
ISET LEVEL #
CMP #7
ILEVEL 77
BNE NOTL7
INO!
LDA #a
ISET DIFF
STA OPTN1+1
RTS
N0TL7
CMP #8
ILEVEL 87
BEO SET I
IYES!
CMP 09
ILEVEL 9?
BCC DIFRT9
INO!
LDA 00
ISET DIFF
3TA OPTN1+1
BEO 8ET1
CDLCYC
LDA COLR
|8ET COLOR FLAB
CLC
IADD 2
ADC «2
STA COLR
ISAVE IT
STA COLBK
IAND SET BACKBND
RTS
I
I
I START OF PROBRAM
I
I MA IN LOOP
I
I
MAIN
J8R SETUP
JSR FI81
LDA BACK
CMP »»00
BEO CHKSTK
RTS
CHKSTK LDA MOVFLB
CMP 01
BNE Al
JSR MOVE. MAN IYES,
JMP A2
Al LDA STICK0 I CHK STICK
STA DIRECT I SAVE STICK P09
JSR MOVE. MAN I MOVE MAN
I BACK TO
I CONTROLLER?
Iy«». . .
I ALREADY
IMOVIN
INO!
MOVE MAN
A2
JSR
R0CK2
1 HANDLE ROCK 2
LDA
TEMP
IBET ADVANCE FLA8
OPTN1
CMP
01
|0/l SETS DIFFICULTY
BNE
A6
|NO ADVANCE!
LDA
#0
1 RESET ADV FLAB
STA
TEMP
JSR
ROCK3
1 HANDLE ROCK 3
JMP
A3
I8KIP NEXT CODE
A&
LDA
• 1
|3ET ADV FLAB
STA
TEMP
A3
LDA
TEMPI
IBET ADV FLAB 2
OPTN2
CMP
• 1
10/1 9ET8 DIFFICULTY
BNE
A3
|NO ADVANCE!
LDA
#0
I RESET ADV FLAB 2
STA
TEMPI
JSR
ROCK1
1 HANDLE ROCK 1
JMP
A4
A3
LDA
01
■SET ADVANCE FLAB
STA
TEMPI
A4
JSR
SOUND
IDO SOUNDS
JSR
CHECK
I CHECK SBUARES HIT
JSR
CLEAR
IRESET P/M COLLISION
JSR
DELAY
I DELAY...
JSR
PL. PL
I CHECK PLR-PLR COLL.
JMP
MAIN
|80 A8AIN
IMOVE
MAN SUBROUTINE
HOVE. MAN LDA
S01FL8
ICHK 80UND
CMP
• 1
IFLS
BNE
CHECKDIR
RT3
CHECKDIR LDA
DIRECT
ISET STICK
CMP
09
■DIRECTION
BNE
Bl
JMP
DNLEFT0
IDOMN & LEFT
Bl
CMP
03
BNE
B2
JMP
DNRIBHT0 I DOWN V RI8HT
B2
CMP
#4
BNE
B3
JMP
UPRIBHT0 IUP * R19HT
B3
CMP
#10
BNE
B4
JMP
UPLEFT0
IUP It LEFT
B4
1
RT9
S02FL8
I ROCK I
SUB
ROCK1
LDA
1 SOUND 0N7
CMP
01
BNE
CI
INO!
RTS
CI
LDA
DRPl
IDROPPINB?
CMP
080
BEQ
Cll
INO!
INC
DRPl
INEXT DROP
RTS
Cll
LDA
BIMOV
! MOVING. . .
CMP
#1
BNE
C2
JMP
MOVF1
IYES. . .
C2
LDA
B1DRP
IDRQPED??
CMP
• 1
BEQ
C3
IYES
LDA
RANDOM
INOT YET. .
BMI
C4
RTS
IDONT DROP
C4
LDA
01
I9ET DRP. .
STA
B1DRP
JSR
BALI DRW
IDRAH ROCK
C3
LDA
FNB1DRP
[FINISHED. .
CMP
01
BNE
DROP1
INO. . .
JMP
8ETDIR1
DROP1
JSR
DOWN1
■DROP
JSR
DQHN1
JSR
DONN1
JSR
DOMN1
LDA
YPOSP1
■FINISHED. .
CMP
• 10?
bcs
Dl
IYES
RTS
INO.
Dl
LDA
01
STA
FN81DRP
ISET FL8. .
STA
S02FLB
1 SOUND FLS
LDA
• *AF
STA
PITCH2
IPITCH. . .
1
BETDIR
RTS
■RETURN
1 LDA
01
IBET DIRECT
STA
BIMOV
LDA
RANDOM
BMI
El
LDA
00
I0-DNRI8HT
STA
B1DIR
JMP
MOVE1
El
LDA 01
(1-DNLEFT
M0VE1
STA B1DIR
LDA B1DIR
(WHICH MAY?
CMP 01
IDNLEFT??
BNE Fl
INO. ...
JMP DNLEFT1
IYES. ..
Fl
1
JMP DNRI8HT1
■ROCK 2
R0CK2
SUB
LDA S03FLB
(SOUND ON?
CMP #1
BNE 01
■ NO!
RTS
1
81
LDA DRP2
CMP #40
IDR0PPIN8?
BEC 811
INO!
INC DRP2
1 INC DROP COUNT
RTS
811
LDA 8RNFLB
ISRN MAN
CMP 01
■ OUT
BNE 82
JMP 8REEN
IYES...
82
LDA BAL1FLS
CMP 01
BNE S3
IROCK OUT??
JMP M0VBAL2
IYES. ..
83
LDA ROUND
■CAN SREEN
CMP 02
(COME OUT??
BNE 84
(NO. . .
JMP BRNCAN
IYE8.. .
84
CMP #4
BEQ BRNCAN
JMP MQVBAL2
INO
BRNCAN
LDA MAN
CMP 030
BES M0VBAL2
LDA 0UTFLS2
IROCK COME
CMP #2
! TWICE. . ..
BCC M0VBAL2
LDA RANDOM
IBREEN OR
BMI M0VBAL2
IROCK. ...
INC MAN
1 IT'S SREEN MAN
JMP 8REEN
H0V8AL2
LDA 82H0V
CMP 01
(M0VIN8
BNE H2
(NO. . .
JMP M0VE2
(YES
H2
LDA B2DRP
CMP #1
■DROPPED??
BEO H3
■YES. . .
LDA RANDOM
INOT YET
BMI H4
RTS
H4
LDA 01
STA B2DRP
STA 8AL1FL8
INC 0UTFLB2
ISET DRP. .
JSR BAL2DRM
IDRAH ROCK
H3
LDA FNB2DRP
CMP 01
■FINISHED. .
BNE DR0P2
INO.. .
1
DR0P2
JMP 8ETD1R2
JSR D0UN2
(ADVANCE. ..
JSR D0HN2
IFOUR
JSR D0HN2
■TIMES
JSR D0WN2
LDA YP03P2
(DONE DROPPINB?
CMP 0109
BCS 11
[YES!
RTS
11
LDA 01
STA FNB2DRP
STA S03FLS
(FINISHED!
LDA #*AF
(SET SOUND 3
STA PITCH3
8ETDIR2
RTS
LDA 01
(ROCK 2 M0VIN8
STA B2M0V
LDA RANDOM
(BET RANDOM DIR
BMI Jl
LDA 00
( IT'S DOWN ti RIS
STA B2DIR
JMP M0VE2
(80 MOVE IT!
Jl
LDA 01
STA B2DIR
[ IT' 8 DOWN t LEF
M0VE2
LDA B2DIR
(WHICH DIR
CMP 01
(DN fc LEFT?
BNE Kl
(NO!
JMP DNLEFT2
Kl
JMP DNRIBHT2
GREEN
LDA 01
STA BRNFLB
■SET BRNFLB
I
rn
>
>
r -
O
O
O
O
c
H
■z.
o
CO
CO
c
m
l\3
LI
L2
LDA
BTA
LDA
CMP
BNE
JHP
LDA
CMP
BEQ
LDA
STA
J8R
LDA
CMP
BNE
JMP
DROPBRN JSR
JSR
JSR
J8R
LDA
CMP
BCS
RT8
Ml LDA
8TA
STA
LDA
STA
RTS
I
QED1RQRM LDA
STA
INC
INC
LDA
BHI
LDA
STA
INC
JSR
JMP
Nl LDA
STA
DEC
J3R
•0
OUTFLB2
BRNMOV
tl
LI
I MOVING?
I HO!
HOVEBRN I YES, MOVE IT!
GRNDRP I DROP YET?
JSR D0WN3
LDA YP08P3
CMP 010?
BCB Rl
RTS
LDA *1
ITIMES
I DROP DONE?
I SET DROP.
• 1
L2
tt
8RNDRP
BRN0
I NO!
I8ET FLB
(FOR DROP
I DRAM
BRNFNDRP I DROP DONE?
• 1
DROPBRN I NO!
8EDIRSRN IYES, SET DIRECTION
D0UN2 I MOVE...
STA FNB3DRP I FINISH FLAB
STA S04FLS
I AND SOUND!
D0WN2
D0WN2
D0HN2
YP0SP2
»1S4
HI
f DOWN
I FOUR. ..
I TIMES!
(DROP DONE?
I YES!
■SET ROCK 3 MOVE FLAB
I SET RANDOM CHANCE
IDOMN & RIGHT!
#1 I SET DROP DONE FLAG
8RNFNDRP
S03FL8
• »AF I AND SOUND!
PITCH3
Tl
I
8E0RBE
LDA #»AF
STA PITCH4
RTS
LDA tt
STA B3H0V
LDA RANDOM
BMI SI
LDA *0
STA B3DIR
JMP M0VE3
LDA #1
STA B3DIR
LDA B3DIR I SET ROCK 3 DIRECTION
CMP *1 I DOWN * LEFT?
BNE Tl | NO!
JMP DNLEFT3 IHOVE IT!
JMP DNRIBHT3 IDITTO!
I HOVE IT
I DOWN & LEFT!
tl
GRNMOV
8R0W
BROW
RANDOM
Nl
BRNDIR
BCQL
8RN0
M0VE8RN
• 1
BRNDIR
acoL
SRNl
I SET GREEN HOVE FLAG
I INC GREEN ROM
I GET RANDOM COL HOVE
IDOHN * RIGHT
f INCREMENT COLUMN
(DRAW FACING RIGHT
I AND HOVE HIH!
■DOWN & LEFT
I DEC COLUHN
I DRAW FACING LEFT
LDA
STA
LDA
CHP
BNE
JMP
LDA
CMP
BEQ
LDA
8TA
JSR
LDA
CHP
BNE
JHP
• 1 •
8RQFLG t
SRBHQV ;
• 1
Ul I
M0VGR8 I
BRGDRP I
II
U2 I
• 1 I
GRBDRP I
GEORGE* I
FNBRDRP I
• 1
DR0PGR8 I
GETDR8RB
SET. . .
BEORBE FLAG
GEORGE MOVING?
NO!
GO HOVE HIH!
GEORGE DROPPING?
YES!
OK, START...
BEORBE DROP
6E0RGE FACING LEFT
GEORGE DROP DONE?
NO. DROP HIM!
I8ET GEOROE DIRECTION
HOVEBRN LDA
CMP
BNE
JHP
01 JHP
I
I
1 ROCK 3 SUB
R0CK3 LDA
CHP
BNE
RT8
PI LDA
CHP
BNE
JMP
P2 LDA
CMP
BNE
JMP
P3 LDA
CHP
BCS
JMP
I
SRSCAN LDA
CMP
BCC
LDA
BMI
JHP
I
M0VBAL3 LDA
CMP
BNE
JHP
02 LDA
CMP
BEQ
LDA
BMI
RTS
Q4 LDA
STA
STA
INC
JSR
Q3 LDA
CMP
BNE
JMP
I
DR0P3 JSR
JSR
JSR
BRNDIR ISET DIRECTION
tl | DOWN S, LEFT?
01 INO!
DNLEFT2 l MOVE IT!
DNR1SHT2 IDITTO!
S04FLG
tl
PI
8R8FLG
tl
P2
BEORBE
BAL2FL8
tl
P3
H0VBAL3
ROUND
*3
GR8CAN
H0VBAL3
OUTFLS
*2
M0VBAL3
RANDOM
M0VBAL3
8E0R8E
B3H0V
tl
02
H0VE3
B3DRP
tl
03
RANDOM
Q4
tt
B3DRP
BAL2FLG
0UTFL8
BAL3DRW
FNB3DRP
tl
DR0P3
BETDIR3
D0WN3
DOWN3
D0WN3
I SOUND ON?
INO!
I GEORGE ON?
INO!
(HANDLE BEORBE
I ROCK 2 OUT?
INO!
I HOVE ROCK 3
I GET ROUND
IROUND 3/4?
I YES, BRING OUT GEORGE!
I HOVE ROCK 3!
I CAN GEORGE...
ICOHE OUT?
INO. DO ROCK 3
I GET RANDOH CHANCE
INO. HE CAN'T
ICOHE ON, GEORGE!
■ROCK 3 MOVING?
I NO!
I MOVE IT!
I ROCK 3 DROPPING?
IYES!
I READY TO DROP?
I YES!
I9ET DROP FLAB
I INC GEORGE CHANCE
I DRAW ROCK 3
I IB ROCK 3. . .
I DROP COMPLETE?
INO!
IYES, BET DIRECTION
I MOVE
(DOWN
I FOUR.. .
JSR D0WN3
JSR D0WN3
JSR D0MN3
JSR D0WN3
LDA YP0SP3
CHP 098
BCS VI
RT9
LDA tl
BTA FNGRDRP I DONE FLAG
STA S04FL8
LDA 0»AF ISET SOUND
STA PITCH4
RTS
■MOVE GEORGE
IDOHN...
■FOUR. ..
ITIMES!
■DROP DONE?
IYES!
ISET GEORGE'S DROP.
LDA
tl
ISET 8E0RGE. . .
STA
8RBM0V
IH0VIN8 FLAG
LDA
PCOL
IGET DIRECTION...
CHP
acoL
■BASED ON PLAYER P08
BCS
RIGHT
ISO RIGHT!
LDA
PRON
IGET UP /DOWN
CHP
SROW
BEQ
HI
IUP!
BCC
HI
IUP!
JSR
GEORGES
■ FACING LEFT Sc DOWN
DEC
8CQL
IHOVE LEFT
INC
SROH
■HOVE DOWN. ..
INC
SROH
12 TIME8
LDA
*a
|« - DOWN t< LEFT
STA
GRDIR
JHP
HOVGRG
■MOVE GEORGE!
JSR
SE0RGE2
(FACING LEFT & UP
DEC
SCOL
■HOVE LEFT
DEC
SROH
■HOVE UP
DEC
SROH
■2 TIMES
LDA
12
12 - UP tt LEFT
STA
GRDIR
JHP
MOVSRa
IHOVE GEORBE!
LDA
PROH
IGET UP/DOHN
CHP
SROH
BEQ
XI
|UP!
BCC
XI
IUP!
JSR
GEORGE 1
■FACING RIGHT fc DOHN
INC
SCOL
■HOVE RIGHT
INC
SROH
IHOVE DOHN.. .
INC
SROH
■2 TIHES
LDA
tl
I 1 - RIGHT l> DOHN
8TA
GRDIR
JHP
HOVGRG
■HOVE GEORGE!
JSR
5E0RGE3
■FACING RIGHT fc UP
INC
acoL
IHOVE RIGHT
DEC
SROH
IMOVE UP. . .
DEC
SROH
12 TIMES
LDA
*3
13 - RIGHT Is UP
STA
GRDIR
LDA
GRDIR
IQET GEORGE DIRECT1Q
CMP
M
■ DOWN Is LEFT?
BNE
Yt
■ NO!
JMP
DNLEFT3
Yl
CHP
tl
(DOWN fc RIGHT?
BNE
Y2
INO!
JHP
DNRI8HT3
Y2
CHP
ta
■UP d LEFT?
BNE
Y3
INO!
JMP
UPLEFT3
Y3
1
JHP
UPRIBHT3
1 BOUND
SUBROUTINE
SOUND
LDA
901FLG
■SOUND 1 ON?
CHP
tl
BEQ
Zl
|YE8!
JHP
802
■NO. DO SOUND 2
(SET SOUND 1 PITCH
21
LDA
PITCH1
STA
AUDC1
DEC
PITCH1
■NEXT PITCH
LDA
PITCH1
■GET PITCH
CHP
MM
IALL DONE?
BEQ
Z2
IYE8!
JHP
S02
Z2
LDA
00
(TURN OFF...
STA
AUDC1
■SOUND 1,
STA
S01FL8
■SOUND 1 FLAB,
STA
HOVFLB
(MOVEMENT FLAB
LDA
ta
STA
COUNT 1
LDA
P0PF
(MAN ON SQUARE?
CHP
10
BNE
BETLEVEL |YE8!
JSR
FALL
■UH-OH, HE FELL!
■HE' a 6k
RTB
BETLEVEL JSR
UPDATHAN IHOVE HAN
LDA
LEVEL
■80 TO. ..
CHP
tt
■ APPROPRIATE. ..
BNE
AA1
■LEVEL HANDLER!
JHP
LEVEL1
AA1
CHP
t2
BNE
AA2
JHP
LEVEL2
AA2
CHP
03
BNE
AA4
JHP
LEVELS
AA4
CHP
04
SHE
AAS
JHP
LEVEL4
AAS
CHP
03
BNE
AA6
jnp
LEVELS
AM
CMP
04
BNE
AA7
JNP
LEVEL6
AA7
CMP
07
BNE
AAS
JHP
LEVELS
AA8
I
LEVEL 1
JHP
LEVEL*
LDA
P0PF
■ HIT
CHP
01
■PLAYFIELD 0?
BNE
BB1
INO...
INC
NUHSQ
(YES-INCREMENT SQUARES
JBR
PLAYFLD1 ICHAN8E IT TO PF1
BB1
JHP
302
LEVEL2
LDA
P0PF
■ HIT
CMP
01
■PLAYFIELD 0?
BNE
CC1
INO. . .
J9R
PLAYFLD1 ( CHANGE IT TO PFt
JHP
S02
IAND PROCEED
CC1
CHP
02
■PLAYFIELD I?
BNE
CC2
INO
INC
NUHSQ
1 1 HORE 9QUARE
J8R
PLAYFLD2 (CHANGE IT TO PF2 !
CC2
JHP
S02
[AND PROCEED
LEVEL4
LDA
P0PF
IH1T PLAYFIELD 0?
CHP
01
BNE
DD1
INO
INC
NUHSQ
1 1 MORE SQUARE !
JSR
PLAYFLD1 | CHANGE TO PF1
JHP
802
■PROCEED!
DD1
DEC
NUHSQ
■DEDUCT SQUARE!
JSR
PLAYFLD0 IBACK TO PF0
JHP
S02
■AND GO ON.
LEVELS
LDA
P0PF
■HIT PLAYFIELD 0?
CHP
tl
BNE
EEt
INO. ..
JSR
PLAYFLD1 1 CHANGE TO PF1
JHP
802
■AND PROCEED
EEt
CMP
02
■HIT PLAYFIELD 2?
BNE
EE2
■ NO
JSR
PLAYFLD2 1 CHANGE TO PF2
JMP
802
■AND PROCEED
EE2
CMP
04
■HIT PLAYFIELD 2?
BNE
SO 2
■NO. . .
CO
CO
c
m
to
>
>
5
o
o
o
c
o
1
m
en
LEVELS
902
HHl
HH2
a 03
III
112
304
JJ1
JJ2
INC
JSR
jnp
LDA
CMP
BNE
JSR
J HP
CMP
BNE
INC
JSR
J HP
DEC
JSR
J MP
LDA
CMP
BNE
JSR
J MP
CMP
BNE
JSR
J MP
CMP
BNE
INC
JSR
JMP
DEC
JSR
LDX
LDY
JSR
LDA
CMP
BES
JMP
LDY
LDX
TXA
STA
INX
INY
CPX
BNE
LDA
STA
LDX
JSR
LDA
CMP
BNE
JMP
LDX
LDY
JSR
LDA
CMP
BES
JMP
LDY
LDX
TXA
STA
INX
INY
CPX
BNE
LDA
STA
STA
LDX
JSR
LDA
CMP
BES
LDX
LDY
JSR
LDA
CMP
BES
RTB
LDY
LDX
TXA
8TA
INY
INX
CPX
BNE
LDA
STA
LDX
JSR
NUMSO I 1 MORE SQUARE
PLAYFLD3 I CHANBE TO PF3
302 (AND PROCEED
P0PF
tl
FF1
PLAYFLDl
S02
•2
FF2
NUMSQ
PLAYFLD2
902
NUMSQ
PLAYFLD1
S02
PBPF
• 1
881 |
PLAYFLDl
S02 9
«2 |
BQ2 I
PLAYFLD2
S02 !
• 4 I
BS3 I
NUMSQ I
PLAYFLD3
302 |
NUHSO I
PLAYFLD2
I HIT PLAYFIELD 0?
INO. ..
(CHANGE TO PF1
■PROCEED
IH1T PLAYFIELD 1?
INO...
I 1 MORE SQUARE
I CHANBE TO PF2
! PROCEED
I 1 LESS SQUARE
S CHANBE TO PF 1
I PROCEED
IH1T PLAYFIELD 0?
NO
J CHANBE TO PF1
PROCEED
HIT PLAYFIELD I?
NO. . .
I CHANBE TO PF2
PROCEED
HIT PLAYFIELD 2?
NO.. .
1 MORE SQUARE
I CHANBE TO PF3
PROCEED
1 LESS SQUARE
I CHANBE TO PF2
«B
•B
BALCHK
FALOFF
• 1
HH1
303
YP0SP1
• B
PL AY 1, Y
I ROCK 1
I9EE IF IT FELL
I DID IT FALL?
I YES!
INO, PROCEED
I ERASE ROCK 1
• 10
HH2
•0
DRP1
SB
CLRFL8
BRNFLB
• 1
1 199
BRNCHK
• 1
•2
BALCHK
FALOFF
• 1
III
304
YPDSP2
•
I RESET DROP FLAB
ICLR OTHER FLABS
IBREEN MAN ACTIVE?
INO!
I SEE IF HE FELL
•ROCK 2
I SEE IF IT FELL
IDID ROCK 2 FALL?
I YES!
INO, PROCEED
(ERASE ROCK 2
• 10
112
•0
DRP2
BALI FLO
• 1
CLRFLB
BRBFLQ
• 1
0R8CHK
•2
•4
BALCHK
FALOFF
• 1
JJ1
YP03P3
•0
I RESET DROP FLAB
I AND OTHER FLABS
IBEQRBE ACTIVE?
I YES!
■CHECK ROCK 3
ISEE IF IT FELL
■DID IT FALL?
■ YES!
IERA9E ROCK 3
• 10
JJ2
•a
BAL2FLB
• 2
CLRFLB
I CLEAR ROCK 3 FLAB
■AND OTHER FLABS
8R8CHK
LDA
S04FL8
I SOUND ON?
CMP
• t
BEQ
KK1
« YES !
RTS
KK1
LDA
P1TCH4
ISET VOLUME
STA
AUDC4
DEC
PITCH4
■NEXT VOLUME
LDA
PITCH4
t SOUND DONE?
CMP
•»A0
BEQ
KK2
■ YES!
RTS
KK2
LDA
P3PF
IDID 8E0R8E
CMP
•B
■HIT PF?
BNE
KK3
IYES!
LDA
•S
IADD 3B0 POINTS
3TA
SUM
■TO SCORE
JSR
ADD2BB
JSR
RESET
I RESET 8EQR8E
RTS
KK3
LDA
•B
■ZERO
STA
AUDC4
1 SOUND 4,
STA
304FL8
■SOUND 4 FLAB
STA
BR8M0V
■8E0R8E MOVE FLAB
LDA
•a
STA
C0UNT4
RTS
BRNCHK
LDA
S03FL8
■SOUND 3 ON?
CMP
• 1
BEQ
LL1
■ YES!
JMP
S04
■NO. DO 30UND 4
■SET SOUND 3 VOLUME
LL1
LDA
PITCH3
STA
AUDC3
DEC
PITCH3
I NEXT VOLUME
LDA
PITCH3
■SOUND 3 DONE?
CMP
• *AB
BEQ
LL2
■ YES!
JMP
B04
■NO. DO 30UND 4
■TURN OFF SOUND 3
LL2
LDA
•B
STA
AUDC3
LDA
P2PF
IDID 8REEN MAN
CMP
•
■HIT PLAYFIELD?
BNE
BOBACK
■ YES!
HIT8RN
JSR
ERASE8RN IBREEN MAN BONE
LDA
• B
IRE3ET 8REEN MAN
3TA
GRNDRP
STA
8RNFNDRP
STA
BRNFLB
STA
SRNMOV
STA
803FL8
STA
DRP2
LDA
• IB
1 RESET ROM
STA
BROW
LDA
•8
■RESET COLUMN
STA
acoL
STA
C0UNT3
LDA
• 43
STA
YP0SP2
LDA
• 116
STA
HP08P2
STA
XP03P2
RTS
SOBACK
LDA
• B
1 RESET SOUND 3
STA
S03FL0
STA
ORNMOV
LDA
•8
8TA
C0UNT3
LDA
P2PF
IDID 8REEN HIT PFB?
CMP
• 1
BNE
MM4
INO!
RTS
MM4
JSR
DECNUM
IOEC • SQUARES
LDA
• <PFB
ICHAN8E TO PFB
STA
FILE
LDA
• >PF0
STA
FILE-t-1
LDA
8C0L
1 SET COLUMN
STA
COL
LDA
8ROH
■AND ROW
STA
RON
JSR
CHANBE
1 CHANGE IT!
RTS
DECNUM
LDA
LEVEL
I8ET LEVEL
CMP
• 1
BED
NN1
■LEVEL 1
CMP
•2
BEQ
NN2
■LEVEL 2
CMP
•3
BEQ
MN4
■LEVEL 3
CMP
•4
BEQ
NN1
■LEVEL 4
CMP
•3
BEQ
nn:
■LEVEL 9
JMP
NN4
■LEVEL 6
NN1
LDA
P2PF
■HIT PF1?
CMP
•2
BEQ
DECR
IYEB!
RT9
NN2
LDA
P2PF
■HIT PF2?
CMP
•4
BEQ
DECR
■ YES!
RTS
NN4
LDA
P2PF
■HIT PF3?
CMP
•a
BEQ
DECR
■ YES!
RTS
DECR
DEC
RTS
NUH9Q
1 1 LESS SQUARE
BALCHK
LDA
S02FL8,
X (SOUND 2 ON?
CMP
• 1
BEQ
001
■ YES!
RTS
001
LDA
PITCH2,
AUDC2.'*
PITCH2,
X ISET VOLUME
STA
DEC
X (NEXT VOLUME
LDA
PITCH2,
X (ALL DONE?
CMP
«»A0
BEQ
002
■ YES!
RTS
002
LDA
•0
•TURN OFF...
3TA
AUDC2.1
P1PF.X
■SOUND 2
LDA
(DID ROCK. ..
CMP
•0
(HIT PF?
BNE
003
(YES!
LDA
• 1
(UH-OH! IT FELL!
STA
FALOFF
(SET FALL FLA8
RTS
003
LDA
•S
(RESET SOUND FLA8
STA
302FLB,
X
STA
B1HOV, X
LDA
•8
STA
C0UNT2,
X
1
CLRFL8
RTS
LDA
• »BB
■RESET HISC FLA8S
STA
BIMOV.X
STA
302FL8,
X
STA
B1DRP.X
9TA
FNB1DRP
,X
STA
FALOFF
LDA
• 8
STA
C0UNT2,
X
LDA
•43
STA
YP03P1,
X
LDA
HPOS.X
HPOBPt,
STA
X
STA
XP08P1,
X
RTS
UPDATMAN
LDA
DIRECT
■BET DIR
CMP
•9
BEQ
PP1
■ DOWN Ic LEFT
CMP
•3
BEQ
PP2
■DOWN * RIBHT
CMP
•6
BEQ
PP4
(UP Ic RIBHT
CMP
• 10
BEQ
PP3
(UP V LEFT
RTS
1
PP1
DEC
PCOL
(MOVE LEFT
INC
PROW
■MOVE DOWN...
INC
PROW
|2 TIMES
RT3
PP2
INC
PCOL
■MOVE RI8HT
INC
PROW
■MOVE DOWN
INC
PROW
|2 TIMES
RTS
PP3
DEC
PCOL
•MOVE LEFT
DEC
PROW
•HOVE UP
DEC
PROW
■2 TIMES
RTS
PP4
INC
PCOL
■HOVE RIBHT
DEC
PROW
•HOVE UP
DEC
PROW
•2 TIMES
RTS
PCUBPOS
LDA
PCOL
•SAVE SQUARE POS.
STA
COL
LDA
PROW
3TA
ROW
1
RTS
■
■DELAY
DELAY
LDX
•»FF
(TIME DELAY
SSI
LDY
TIME
QQ2
DEY
BNE
QS2
DEX
BNE
SQ1
RTB
■SETUP ROUTINE
SETUP
LDA
START
•INIT ALL?
CMP
••00
BNE
PART
INO
m
CTJ
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>
5
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O
O
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C
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CO
CO
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f
fllOG COMPUTING PRESENTS
HIGH QUALITY PROGRAMS AT AFFORDABLE PRICES FOR
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ALOG COMPUTING :?RO»UCT CATALOG
PROGRAM
PROGRAMWEf
DATE
PRICE
COMPUTERS
REQUIRED
OPTIONS
COMMENTS
rHE_iftL06_CAHDFIl
DANIEL
NOVEMBER- 1983
1?. 95
HIGGIN5.
ATARI_800 ._.309XL _1280_
48K_&_1_0I5K
2N &_ D I S X , _P R I N T E R
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INTO-AN-EASf-TO-
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< C T R L > < 5 > R T ,
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THE ALOG PAGEWRITER
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THE ENTIRE PAGE LAYOUT IS DISPLAYED
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1 1 — '
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1 ^
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1
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PAGE LAYOUT
v
TEXT WINDOW
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THE ALOG DISPLAYMAKER
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THE ALOG MAILLIST
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PRINTING LABELS. FAST 3 KEY SORT AND MULTI-
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LABELS 1 TO 2 INCHES HIGH.
THE ALOG MAILLIST
(C) Copyright 1983 by ALOG COMPUTING
MAIN
MENU
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<D>ELETE MEMORY
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<X>IT PROGRAM
HIT <KEY> FOR OPTION:
All programs are only $39.95 each including tax. To order direct send check or money orderto Alog
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Dealer and distributor inquiries invited.
CIRCLE #124 ON READER SERVICE CARD
(ATARI is a trademark of Atari, Inc.)
LDA
••00
IYE9. ..
STA
NUHSB
LDA
••10
1 RESET
LDX
•0
(SCORE. . .
RE9ET1
STA
INX
SCORE, X
CPX
••06
1
PART
BNE
RESET I
LDA
• •00
ISET FLS'S
LDX
•0
ITO ZERO..
9ETZER0
STA
INX
BACK.X
CPX
• 100
BNE
3ETZER0
LDA
••08
(SET COUNT
STA
COUNT1
STA
COUNT2
STA
C0UNT3
STA
COUNT*
1
LDA
• 9
I9ET PLAYER
STA
PCOL
) COLUMN Sc
LDA
•e
IRON
I
STA
PROW
LDA
• 10
I9ET BEORBE
STA
SCOL
S&BREEN
STA
SROM
I COLUMN. . .
STA
SROU
LDA
•S
1
9TA
SCOL
LDA
• 124
|PH DATA..
STA
PXP08
STA
HPOSP0
LDA
•as
STA
PYPOS
LDA
• 116
STA
XPOSP1
STA
XP0SP2
9TA
HPOSP1
STA
HP0SP2
STA
HPOS
STA
HPOS-fl
LDA
• 132
STA
XP09P3
STA
HP0S+2
STA
HP0SP3
LDA
•43
STA
YPOSPl
STA
YP0SP2
1
STA
YP09P3
CLE
ISET UP. . .
LDA
• 170
1 SOUND
STA
AUDF1
[FREQUENCIES
ADC
• 10
STA
AUDF2
ADC
• 10
STA
AUDF3
ADC
• 10
1
STA
AUDF4
LDA
• *01
ICLR COLLISIONS
1
PHCLR
STA
HITCLR
LDA
•*00
I ERASE P/N
LDX
• »FF
[MEMORY
ERASEFIEM
STA
PLAY0.X
STA
PLAY1.X
STA
PLAY2.X
STA
PLAY3, X
DEX
BNE
ERASENEH
RTS
1 RETURN.. .
SFIBURE3
FOR
NAN
Fiai
LDA
DIRFLS
ISET MOVE DIRECTION
CMP
• 9
IDOWN & LEFT?
BED
RR2
IYES!
LDY
PYP03
IDRAH FiauRE 1
LDX
•0
RRl
LDA
FISIDAT,
X
STA
PLAY0.Y
I NY
INX
CPX
• 16
BNE
RRl
RR2
RTS
FI82
LDA
DIRFL8
I8ET MOVE DIRECTION
SS2
I
FI83
INX
CPX *16
BNE SSI
RTS
LDA DIRFLB
CMP »10
BED TT2
TT2
I
FI84
|8ET DIRECTION
J UP It LEFT?
IYES!
JSR ERASEMAN I ERASE MAN
LDY PYPOS IDRAH FIGURE 3
LDX *0
LDA FI83DAT.X
STA PLAY0.Y
INY
INX
CPX #13
BNE TT1
RTS
LDA DIRFL8
CMP »6
BEQ UU2
UU2
QRN0
ISET DIRECTION
IUP fc RI8HT?
IYES!
JSR ERASEMAN | ERASE MAN
LDY PYPOS I DRAM FIOURE 4
LDX *0
LDA FIB4DAT.X
STA PLAY0.Y
INY
INX
CPX *13
BNE UU1
JSR ERA8E8RN I ERASE 8REEN MAN
LDY YP0SP2 I DRAW BREEN MAN...
LDX »»BS IFACINB RIGHT
LDA 8RN1DAT.X
STA PLAY2.Y
INX
INY
CPX
BNE
JSR
RTS
• 13
VV1
SETBRN
ISET 8REEN PARAMETERS
JSR ERASE8RN I ERASE SREEN MAN
LDY YP0SP2 I DRAW BREEN MAN
LDX *0 IFACIN8 LEFT
LDA BRN2DAT.X
9TA PLAY2.Y
INY
INX
CPX »13
BNE WW1
JSR SETBRN
RTS
ISET BREEN PARAMETERS
ERASEBRN
LDY YP0SP2
LDX #0
TXA
STA PLAY2.Y
INX
INY
CPX »13
BNE XXI
RTS
LDA *13
8TA LEN8TH
LDA »11
STA ADDNUM
LDA »1?8
STA PC0LR2
RTS
IERA8E SREEN MAN
I8REEN 13 LINES TALL
I AND HE'S SREEN!
CMP *3 | DOWN & RI8HT?
BEQ SS2 IYES!
JSR ERASEMAN I ERASE MAN
LDY PYPOS IDRAW FI8URE 2
LDX *0
LDA F182DAT.X
STA PLAY0.Y
INY
I
I
■ERASE MAN SUB
I
ERASEMAN LDY PYPOS
LDX «*00
LDA *»00
YY1 STA PLAY0.Y
INY
INX
CPX »20
BNE YY1
RTS
I
IFI8URES FOR 8E0R8E ! !
I
BEOR8E0 JSR ERASE8R8 I ERASE 8EOR8E
LDY YP08P3 IDRAW 8EORBE...
LDX *0 | IN POSISION
ZZ1 LDA BR80DAT, X
STA PLAY3.Y
INY
INX
CPX »18
BNE ZZ1
JSR SET8R8 ISET 8E0R0E PARAMETERS
RTB
8E0R8E1
JSR
LDY
ERABE8R8 I ERA8E 8EOR3E
YP03P3 IDRAW BEORaE...
LDX
•0
I IN POSITION 1
AAA1
LDA
BRB1DAT
, X
STA
PLAYS, Y
INY
INX
CPX
• ia
BNE
AAA1
RT8
BE0RBE2
JSR
ERA3ESR8 1 ERASE BE0R8E
LDY
YP0SP3
; DRAW 8E0RBE. . .
LDX
•
1 IN POSITION 2
BBB1
LDA
8R82DAT
X
3TA
PLAYS, Y
INY
INX
CPX
• 18
BNE
BBB1
RTS
8E0RBE3
JSR
ERASE8R8 1 ERASE BEORSE
LDY
YPOSP3
IDRAW BEORBE
LDX
•0
I IN POSITION 3
CCC1
LDA
8RB3DAT
X
STA
PLAYS, Y
INY
INX
CPX
• 18
BNE
CCC1
RTS
SETBR8
LDA
• 19
IBE0R8E 19 LINES TALL
STA
LEN8TH3
LDA
• 16
STA
ADDNUM3
LDA
•86
ISEOR8E PURPLE!
8TA
PC0LR3
RTS
ERASEBRG
LDY
YP0SP3
1 ERASE BEORBE
LDX
•0
TXA
DDD1
STA
INY
INX
PLAYS, Y
CPX
•20
BNE
DDD1
RTS
ICHAN8E
SQUARE SUB
CHANBE
LDA
ROW
■BET ROW,
STA
LO
ISAVE IN
LDA
•0
I MULT AREA
9TA
HI
ASL
LO
»»2
ASL
LO
|»4
LDA
LO
ISAVE *4 VALUE
STA
TIMES4
ASL
LO
l»8
ASL
LO
I»16
ROL
HI
LDA
LO
1 +>4 m »2B
CLC
ADC
TIHE34
STA
LO
LDA
HI
ADC
•0
STA
HI
LDA
LO
INOH ADD COLUMN
CLC
ADC
COL
STA
LO
LDA
HI
ADC
•0
STA
HI
LDA
LO
INOW DISPLAY START
CLC
ADC
• <DI8P
STA
LO
LDA
HI
ADC
• >DISP
STA
HI
LDY
• 1
LDA
(FILE) ,1
IBET RI8HT OF SQUARE
STA
(LO) ,Y
IPUT ON SCREEN
DEY
LDA
(FILE) ,V
IBET LEFT OF SQUARE
STA
(LO) ,Y
IPUT ON 8CREEN
1
RTS
IALL DONE!
IFALL OFF SUE
FALL
LDA
• »04
ISET PRIOR
STA
PRIOR
LDA
•2
STA
TIME
JSR
TURNOFF
LDA
• »AA
I
m
J*
oo
O
CD
O
O
C
o
CO
CO
c
m
l\3
STA
AUDC1
EEE1
LDA
PYPOS
IBET YPOS
STA
AUDF1
■HAKE SO. . .
CMP
•240
IOFF SCR
BEQ
ENDLP
IYE9...
JSR
DOUN0
INO. ..
JSR
DELAY
(DELAY...
JNP
EEE1
IDO ABAIN
ENDLP
LDA
•*&F
STA
AUDCl
CLE
LDA
• 13>
FFFl
STA
AUDF1
ADC
tl
JSR
DELAY
CMP
•218
BNE
FFFl
LDA
•»»e
STA
AUDF1
STA
AUDCl
LDA
*3
13-FALL
STA
BACK
RTS
YPOSP1
IDRAW RO
CK
LDY
BAL1DRM
IDRAW ROCK 1
LDX
• »00
aaai
LDA
BALDAT . X
STA
PLAY1.Y
INY
INX
CPX
• 10
BNE
aaai
RTS
BAL2DRM
LDY
YP0SP2
IDRAW ROCK 2
LDX
•
MMM1
LDA
BALDAT, X
STA
PLAY2.Y
INX
INY
CPX
• 10
BNE
HHH1
LDA
• 10
ISET ROCK PARANS
STA
LEN8TH
1 (INSTEAD OF.. .
LDA
•a
IBREEN HAN>
STA
ADDNUN
LDA
•a 2
STA
PC0LR2
1
BAL3DRN
RTS
LDY
YP0SP3
IDRAW ROCK 3
LDX
•0
III1
LDA
BALDAT,
PLAY3.Y
<
STA
INY
INX
CPX
• 10
BNE
III1
LDA
• 10
ISET ROCK PARANS
STA
LENSTH3
1 (INSTEAD OF.. .
LDA
•8
IBEOR8E!)
STA
ADDNUH3
LDA
•32
STA
PCOLR3
RTS
I MOVEMENT SUBS
DNLEFT0
JSR
FIBl
1 SHAPE...
LDA
• 1
STA
MOVFLB
JSR
LEFT0
I MOVE. . .
JSR
DOMN0
JSR
DOWN0
DEC
COUNT 1
BNE
JJJ1
JSR
SETFLB0
1 RETURN
JJJ1
RTS
DNRI8HTS
JSR
FI82
1 SHAPE...
LDA
• 1
STA
MOVFLB
JSR
RIQHT0
IMOVE...
JSR
DOWN0
JSR
DOUN0
DEC
COUNT 1
I DONE.. .
BNE
KKK1
JSR
SETFLB0
(RETURN
KKK1
RTS
UPLEFT0
JSR
FIBS
■SHAPE.. .
LDA
• 1
STA
NQVFL8
JSR
LEFT0
(MOVE...
JSR
UP0
JSR
UP0
DEC
COUNT 1
1 DONE???
BNE
LLL1
JSR
8ETFLB0
ISETFL8...
LLL1
RTS
UPRIBHT0
JSR
FI04
(SHAPE
LDA
• 1
STA
MQVFLB
JSR
RIBHT0
IMOVE. . .
JSR
UP0
JSR
UP0
DEC
COUNT 1
IDQNE???
BNE
MM Ml
JSR
SETFLB0
Mnm
RTS
LEFT0
DEC
PXPOS
IMOVE NAN LEFT
LDA
PXP08
STA
HPOBP0
RTS
RIBHT0
INC
PXPOS
INOVE HAN RIGHT
LDA
pxpos
STA
HPOSP0
RTS
UP0
LDY
PYPOS
IMOVE MAN UP
LDX
•»00
NNN1
LDA
PLAY0.Y
STA
PLAY0-1
Y
INX
INY
CPX
• 17
BNE
NNN1
DEC
PYPOS
RTS
DOWN0
LDX
CLC
•0
(MOVE MAN DOWN
LDA
PYPOS
ADC
• 14
TAY
OOOl
LDA
PLAY0.Y
STA
PLAY0M
Y
DEY
INX
CPX
• 17
BNE
0001
INC
PYPOS
RT8
■ROCK 1
MOVEMENT
DNLEFT1
JSR
LEFT1
IMOVE LEFT,
JSR
D0WN1
IMOVE DOWN...
JSR
D0WN1
12 TIMES
DEC
C0UNT2
BNE
PPPl
LDX
•0
JSR
SETFL8
ISET UP SOUND
PPPl
RTS
DNRIBHT1
JSR
RI8HTI
(HOVE RIBHT,
JSR
D0WN1
IMOVE DOWN.. .
JSR
D0WN1
12 TIMES
DEC
C0UNT2
BNE
aaai
LDX
•0
JSR
SETFL8
ISET UP SOUND
BQQ1
RTS
LEFT1
DEC
XP0SP1
(MOVE ROCK 1 LEFT
LDA
XP0SP1
STA
HPQSP1
1
RIBHT1
RTS
INC
XP0SP1
IMOVE ROCK 1 RIBHT
LDA
XP0SP1
STA
HP03P1
1
RT8
1
DQWN1
LDX
CLC
•0
IMOVE PLAYER 1 DOW
LDA
YPOSPt
ADC
•8
TAY
RRR1
LDA
PLAY1.Y
PLAY1M
STA
,Y
DEY
INX
CPX
• 10
BNE
RRR1
INC
YP0SP1
RTS
DEC COUNTS
BNE SSS1
LDX «1
JSR SETFLB
SSS1 RTS
I
DNRIBHT2 JSR RIBHT2
JSR D0WN2
JSR D0WN2
DEC COUNTS
BNE TTT1
LDX •!
JSR 8ETFLS
RTS
</>
c
m
TTTl
I
LEFT2
DEC XP0SP2
LDA XP0SP2
STA HP0SP2
RTS
INC XP0SP2
LDA XP09P2
STA HP0SP2
RTS
LDX »0
CLC
LDA YP08P2
ADC ADDNUN
TAY
LDA PLAY2.Y
8TA PLAY2*1,Y
DEY
INX
CPX LENBTH
BNE UUUt
INC YP03P2
RTS
I
I ROCK 3 MOVEMENT
I
(SAME AS
I
DNLEFT3
ROCK 1, BUT FOR ROCK 3
JSR LEFTS
JSR DOWNS
JSR DOWNS
DEC C0UNT4
BNE VVVl
LDX *2
JSR SETFLB
RTS
VVVl
I
DNRISHT3 JSR RIBHT3
J8R DOWNS
JSR DOWNS
DEC CQUNT4
BNE WWW1
LDX *2
JSR SETFLB
WWW1 RTS
UPLEFT3
ROCK 2 MOVEMENT
SAME A8 ROCK 1, BUT FOR ROCK 2
DNLEFT2
JSR LEFT2
JSR D0WN2
JSR D0WN2
JSR
JSR
JSR
DEC
BNE
LDX
JSR
XXXI RTS
I
UPRIBHT3 JSR
JSR
JSR
DEC
BNE
LDX
JSR
YYY1 RTS
I
LEFT3 DEC
LDA
STA
RTS
I
RIGHTS INC
LDA
STA
RTS
I
UPS LDY
LDX
ZZZ1 LDA
STA
INY
INX
CPX
BNE
DEC
RTS
I
DOWNS LDX
CLC
LEFTS
UPS
UP 3
C0UNT4
XXXI
•2
SETFLB
RI8HT3
UP3
UPS
C0UNT4
YYYt
•2
SETFLB
XP0SP3
XP0SP3
HP0SP3
XPOSP3
XP0SP3
HP0SP3
YP0SP3
•0
PLAYS , Y
PLAYS 1 !.
LEN8TH3
ZZZ1
YP0SP3
>
>
O
o
o
&
©
m
CO
LDA YP0SP3
ADC ADDNUN3
TAY
LDA PLAYS, Y
STA PLAY3+1.Y
DEY
INX
CPX LENGTHS
BNE AAAA1
INC YP09P3
RTS
SETFL80
I3ET FLB
(PITCH.
I
PLAYFLD0
DOSQUARE
LDA *t
STA SOIFLS
STA NOVFLS
LDA t»AF
STA PITCH1
LDA DIRECT
STA DIRFLB
RT9
LDA »1
STA 802FL0.X
LDA *»AF
8TA PITCH2.X IPITCH.
RT3
(POINT TO...
I COLOR SQUARE
LDA • <PF0
STA FILE
LDA • >PF0
STA FILE+1
JSR ADD23 J ADD 23 POINTS
J3R PCUBP08 I3ET CUBE P03
JSR CHAN8E ( CHANGE COLOR
RTS
I
PLAYFLDI LDA t <PF1 I POINT TO...
8TA FILE (COLOR 1 SQUARE
LDA # >PF1
JMP D09QUARE I DO N1SC STUFF
I
PLAYFLD2 LDA • <PF2 (POINT TO
STA FILE (COLOR 2 SQUARE
LDA • >PF2
JMP D08QUARE (DO NI8C 8TUFF
I
PLAYFLD3 LDA t <PF3 (POINT TO...
STA FILE (COLOR 3 SQUARE
LDA » >PF3
JMP DOSQUARE (ETC.
CLEAR
LDA
• •01
(RESET COLLISIONS
STA
HITCLR
RTS
TURNOFF
LDA
*»80
(NO AUDIO. . .
STA
AUDC2
(ON CHANNELS
STA
AUDF2
(2, 3, 4!
STA
AUDC3
STA
AUDF3
8TA
AUDC4
STA
AUDF4
I
PL. PL
RTS
LDA
P0PL
(DID HAN
CNP
• 1
(HIT PLAYER 0?
BCC
BBBB1
(NO!
CMP
•4
(HIT PLAYER 2?
BNE
BBBB2
(NO!
LDA
BRNFL3
(8REEN MAN ACTIVE?
CMP
• 1
BNE
BBBB2
(NO!
JSR
HITBRN
(CLOBBER 8REEN MAN
LDA
#2
(AWARD 200 POINTS!
3TA
SUM
JSR
ADD200
JMP
BBBB1
BBBBZ
LDA
P0PL
(DID MAN HIT...
CMP
•a
(PLAYER 3?
BNE
BBBBS
(NO!
LDA
BR8FLB
(8E0RBE ACTIVE?
CMP
• 1
BEQ
BBBB1
(YE8!
B8BB8
LDA
MARN1
CMP
•4
BEQ
BBBB7
INC
WARN1
RTS
BBBB7
LDA
•2
(DEATH DUE TO.. .
STA
BACK
(SEORBE!
RTS
BBBB1
LDA
#0
STA
WARN1
LDA
BRBFLB
CMP
• 1
BNE
RET
LDA
P3PL
CMP
• 1
BNE
BBBBS
LDA
WARN
CMP
• 4
BEQ
B8B84
INC
WARN
RTS
BBBB6
LDA
•2
STA
BACK
RT3
BBBBS
LDA
•
9TA
WARN
LDA
P3PL
CMP
•2
BCC
RET
CMP
•4
BNE
RESET
LDA
BRNFLB
CMP
• t
BEQ
RET
RESET
JSR
ERASESRB (ERASE SEORBE
LDA
•0
(CLEAR SEORBE
STA
BRBFLS
(VARIABLES
STA
S04FL8
STA
FNBRDRP
STA
BRBDRP
STA
0UTFL8
STA
ORBMOV
LDA
• 10
STA
SCOL
STA
SROW
LDA
•8
STA
COUNT4
LDA
•45
9TA
YP03P3
LDA
• 132
STA
XP0SP3
STA
HPOSP3
RET
(
RTS
I
CHECK
LDA
NUMSQ
(SET SQUARES HIT
CMP
• 28
(ALL DONE?
BNE
CCCC1
(NO!
LDA
• 1
(ROUND COMPLETED!
STA
BACK
cccci
(
RTS
(SCORE
ROUTINES
ADD2S
LDY
•3
(ADD 23 POINTS
CLC
(TO SCORE
LDA
SCORE, Y
ADC
•3
CMP
• *1A
BNE
DDDD1
LDA
••10
STA
DISP.Y
SCORE, Y
STA
DEY
LDA
SCORE , Y
CLC
ADC
• 1
STA
SCORE, Y
JMP
DDDD2
DDDD1
LDA
••13
STA
DISP.Y
STA
SCORE, Y
DEY
DDDD2
LDA
CLC
SCORE, Y
ADC
•2
CMP
••1A
BEQ
DDDD3
STA
DISP.Y
STA
SCORE, Y
RTS
DDDD3
LDA
• •10
STA
DISP.Y
STA
SCORE, Y
DEY
LDA
SCORE, Y
CLC
ADC
• 1
CMP
•*1A
BED
DDDD3
STA
DISP.Y
STA
SCORE , Y
RTS
ADD200
LDY
•3
(ADD SUM • 100
CLC
(TO 8C0RE
LDA
SCORE, Y
ADC
SUM
CMP
•*1A
BCC
EEEE1
EEEE2
SEC
SBC
• *1A
STA
ADD
EEEE3
CLC
LDA
• •10
ADC
ADD
3TA
DISP.Y
STA
SCORE, Y
LDA
•
STA
ADD
DEY
CLC
LDA SCORE, Y
ADC »1
CMP »»1A
BEQ EEEE3
EEEE1 STA DI8P.Y
8TA SCORE, Y
RTS
(
I CHARACTER IMASE3
( (MAN, 8REEN MAN, 8E0R8E, ROCKS)
I
FI81DAT .BYTE 12, 30, A3, 43, 43,63
.BYTE 43,35!30:30; 18,18,27
.BYTE 34, 108,72
FIB2DAT .BYTE 48.120.232,212.212
.BYTE 232. 212, 234, 120, 120,72
.BYTE 72,216.103,34,18
FI83DAT .BYTE 14,31,33,33,31,13
.BYTE 31,31,14:10,46,62,27
.BYTE 13,4
FI84DAT .BYTE 112,248,236,236,248
.BYTE 240,248 248, 112,80, 116
.BYTE 124,216,176,32
BRN1DAT .BYTE 160,80,40,60,126,106
.BYTE 126,118,60,60,36,34
BRN2DAT .BYTE S, 10, 20 40! 126, Si
.BYTE 126,110,60,60,36,108
BRQ0DAT .BYTE 12,30,30,233,43
.BYTE 43,253,233,43,31,63
.BYTE 30,18,18,27,34,108,0
8R81DAT .BYTE 48, 120,120,233: 212: 212
.BYTE 233,233,180,204,232,120
.BYTE 72,72,216,108,34,0
8R82DAT .BYTE 12,30 30, 233, *7
.BYTE 47,233,127,47,31,63
.BYTE 30, IS, IS, 126,34,27,0
8R83DAT .BYTE 48,120,120,233,244
.BYTE 244,233,234,244,248,232
.BYTE 120,72,72,126,108,216,0
BALDAT -BYTE 24,60,124,233:233
.BYTE 233,126,60,24,0
I
m
01
o
(
( SQUARES
I
PF0
PF1
PF2
PF3
(
(DISPLAY LIST
.BYTE »03,*04
.BYTE »43 »44
.BYTE *83,*84
.BYTE *C3,*C4
(
DLIBT
RDYM8B
LVHSQ
ENDMSS
CH8MS8
LVLM9B
RNDMS8
B0NM8S
TITLE
AUTHOR
MA8MSB
(MISC.
R1SET
R2SET
R3SET
R48ET
(
(CHAR SET DATA
I
NEHCHR
.BYTE *70,»70,*70,*46
.WORD DISP
.BYTE 6,6,*a6,6,»S6,*a6,«86,6,6,6
-BYTE 6,6,6,6,6,6,6,6,6,6
.BYTE 6,6,6,»41
.WORD DLI9T
.SBYTE +»80, -READY XX"
.3BYTE "L«V«L"
.SBYTE <-»a0, "8AME OVER"
.SBYTE "CHAN8E"
. SBYTE +»80,"l«v«l:"
.SBYTE t«80 "round:"
.SBYTE «-»80, "BONUS"
.SBYTE " 1000"
.SBYTE " AVALANCHE "
.SBYTE "BY TOMMY BENNETT"
.SBYTE +*S0,"ANALO8 C0HPUTIN8"
DATA
>
■z.
>
I—
O
Q
O
O
cz
o
.BYTE 0, 13,90.4, 136
.BYTE 0,134,246 12,146
.BYTE 0:26,164,118,84
.BYTE 0,176,66,34,102
.BYTE 3,13,63,127,63,13,3,0
.BYTE 172,240,232,234,232,240, 172,0
.BYTE 0,6,12,24,48,0,76,0
.BYTE 12,30,63,43,63,30,18,34
.BYTE 8,12,126,127,126,12,8,0
.BYTE 16,48,126,234,126,48,16,0
(JUMPIN8 PADS
PADATA .BYTE 3,4,3,4,3,4,3,4
.BYTE 3;4;3;4,3;4
(
(MUSIC DATA
1
NOTE .BYTE 60, 47 , 0,47 , 60, 72. 60,
.BYTE 72 64,72,64,72,64,0 81
.BYTE 72 Bl,72:Bll72
DUR .BYTE 11:14:7,11,7,7,7.7
.BYTE 7,7,7:7,7,7,7,7
-BYTE 1,1,1,7,7
CO
CO
c=
m
to
ISSUE 21
ANALOG COMPUTING
PAGE 51
Matt* Edit
24K Cassette or Disk
by Matthew J.W. Ratcliff
Matt*Edit is a menu-driven 40-column text and
character graphics editor. It was originally developed for
the local Bulletin Board System Operators, who fre-
quently create text files for transmitting over the modem
to other Atari users. If you have a Gemini or Epson with
Graftrax (or Epson graphics compatible) printer, then
you will be able to print your text files, using Atari's
character set. See the sample printout below (Figure 1).
Matt#Edit also has the capability of printing in a
"newspaper" dual- or triple-column format. This will
allow you to put much more information on a single
page than the normal 40-character per line print mode.
Text files created with the editor can be saved as BASIC
routines, as PRINT, PRINT #n; (i.e., ? #6; "text") or
DATA statements, with line numbers that you specify.
M ATT ■» IE I> X T S A MPLE PRINTOU T
.'■ • '■ ' . . ■ : ' '
THIS PROGRAM MILL Hfli*GE YOUR
M5K CATALOGS AS WELL , HERE: IS
A DIRECTOR V FROM THE MATT*EI>IT
P R O G R A M .
H A T T « E f> X. T «> I R E C T O R V
DOS ,. SYS e:S'5>
MA T T E D I T . LST .1 JL 9 I
3 3 8 IF R E E S E C T O R 5
f> U P
MA T T E D I T
SV1
ba:
842
JL0'5»
With this editor, you will quickly learn the hidden
value of character graphics. They can be used to make
superb title pages for your school papers — or lovely
greeting cards. I use it to manage a "chords" file for my
wife, who is learning how to play the guitar. Figure 2
gives an example of this. Matt*Edit will even allow you
to treat disk directories as text files. This enables you
to create a complete catalog of all your disks in very
short order.
IB"
IMD E H F I N G 1: R |
E
M I «> B> IL IE FlTJ G F ffj
EL
-g-iiii.-. e iliiyyL- , 1
ILL
p" I N K I IE F I M G IE ii|
f-i b O V O 15 "It IP i 111 cj i n .c:I 1 c a "
a n rf EiCaSEBDEI b e pi a y e .
chor d „
:es Eraara
I W i "t ll-i
Abo v e
a in dt EraSEOOE
C h O I- dl „
SsKsl
J be
ates 1311355
P I a y €» d w i t h
liiCailMHg
o oo
i 111
Bll
iii ran -*jii in
o o o o
m
III IIIIIIIEIII III
o o o o
!II3
:'
3
-L
itiHonnii
K K
.. i>!Uiimiuuisinnu|
jst
Figure 1.
Figure 2.
PAGE 52
ANALOG COMPUTING
ISSUE 21
Below is a rundown on all the menu functions in
Matt^Edit, along with a short explanation of each
item.
Main menu.
1. Disk DIR — Go to the disk directory func-
tions menu.
2. Edit Text — Go to the text editing functions
menu.
3. LOAD File — LOAD a new text file into
memory. All old text currently in memory will be
erased first.
4. Merge File — Merge a text file with the old
text currently in memory.
5. SAVE Text — Go to the save text functions
menu.
6. Print Text — Go to the print functions menu.
7. Kill File — Delete a file from the disk.
8. Quit — Exit the program.
Disk Directory.
1. LIST DIR — LIST the disk directory to the
screen and return to the main menu.
2. PRINT DIR - LIST the disk directory to the
screen and make a quick print of it on the printer.
You will be asked for a disk title before printing;
the same holds true for LOAD and merge func-
tions below.
3. LOAD DIR - LOAD the disk directory into
memory. All old text will be deleted.
4. Merge DIR — Merge the disk directory into
memory with the old text already there.
5. GOTO Main — Return to the main menu.
Edit text.
1. GOTO Start — Go to the edit mode, at the
start of the current text buffer.
2. GOTO End — Go to the edit mode at the
end of the current text buffer (last two lines of the
file will be displayed at the top of the screen).
3. GOTO a Line — Input the desired line
number to begin editing.
4. Delete Line(s) — This function allows you to
delete lines of text from the buffer.
5. Insert Line(s) — Place blank lines in the buf-
fer before the specified line.
6. Empty Buffer — Delete all text from the buffer.
7. GOTO Main — Exit to main menu.
Edit functions.
You may use all of Atari's standard editing keys to
create text on the screen. A status line is displayed at
the bottom of the screen. As you type text, the current
line you are on will be updated. Typing past the last
line on the screen (or pressing RETURN on the last
line) will cause the editor to read the current page and
place you on the next page to edit (showing the last
two lines worked on at the top). You can use the CTRL-
ARROW keys to move anywhere on the screen.
Sometimes certain edit functions will cause the cursor
to get ahead of the current line number shown in the
status line. If in doubt, just press the RETURN key, and
it will be updated correctly. Certain keys are disabled
when in the edit mode. The SHIFT-CLEAR and
CTRL-CLEAR keys are not allowed, so that you can-
not accidentally erase a page of work. The ESCAPE
key is not allowed in the edit mode, although it is used
to abort functions in other parts of the program. If an
incorrect keypress is made, you will hear a short buzz-
ing sound. To read the current page and exit to the edit
menu, just press the START key.
Once you have created more than one page of text
(23 lines), the OPTION key will read the page and move
up one page in the buffer, and SELECT will read and
move down one page. These key functions make it a
simple task to move to any page in the buffer. Note that,
if you make any editing changes on the current page,
the cursor must be on or below the last changed line
in the page before you may press one of the console keys.
The read routine only reads text up to the line that the
cursor is resting on at the time of the console key press.
The SHIFT-INSERT and -DELETE keys will function
as well. You should be aware, however, that any text lines
shifted down off the page will not appear on the next
page of text. If you do not wish to lose any lines, then
the Insert Line(s) function should be used. This editor,
unfortunately, does not support "parsing" or "word wrap"
as it would take too much overhead. You format your
text as you type it in. The printout will be exactly as
you typed it in with the editor.
SAVE menu.
1. SAVE as Text File — SAVE the current text
buffer to a disk file as 40 -column text file. All
spaces at the end of the lines will be stripped off".
2. SAVE as PRINT Statements - Write text file
as ? or ?#n; statements, with user-specified line,
increment.
3. SAVE as DATA Statements — Write text file
as DATA statements, with user-specific line; in-
crement. If your file has any quotes (" "), you should
use this format. The print format will generate er-
rors when ENTERed if it has any quote characters
in the print statements.
4. Return to main menu.
SAVE functions.
One SAVE option is to delete all blank lines from
the text buffer as it is written to disk. This will make
the file compact for you. I tend to use a lot of blank
lines, especially if working with character graphics. This
allows me to use SHIFT-INSERT and SHIFT-DELETE
more liberally while editing the screens of text, without
having to go to the Delete Lines and Insert Lines menu
functions as often. If you save text as a BASIC PRINT
or DATA file, you should also save it as a "40 Char
Lines" file. It will be handy, if you should need to go
back and edit the text again.
ISSUE 21
ANALOG COMPUTING
PAGE 53
Print options.
1. 40 Char Lines — Print text, 40 characters per
line format.
2. Newspaper [2] Col — Print text, 40 character
lines, but in dual-column "newspaper" format. Ef-
fectively, 80 characters per line.
3. Newspaper [3] Col — Print in three "news-
paper" column format.
4. Return to main menu.
Print functions.
You will be requested to input a TITLE for your print-
out. Press RETURN if none is desired. Pages will always
be numbered, however. Single-line spacing will print
text exactly as it appears on the Atari screen. Double
spacing is also provided for. To abort the printing func-
tion, just press the ESCAPE key.
On your own.
That should cover the major functions of Matt^Edit.
I think that you will find the rest of it self explanatory,
since the program has many helpful prompts. Should
you select any function accidentally, the ESCAPE key
will usually exit it.
A special routine is called to input titles and
filenames. This routine will not allow invalid text
keypresses. Only upper and lower case, numeric keys and
punctuation keys are allowed. Backspace editing is the
only edit function provided for. This routine will keep
you from accidentally clearing the screen in the mid-
dle of typing a filename. When in the edit mode, you
can use inverse video, control graphics and more.
Anytime you exit to a menu, the keyboard will auto-
matically be restored to normal video, upper case
characters. You may use CRTL-TAB to clear tabs and
SHIFT-TAB to set special tabs for your editing screens.
They will remain in effect until you change them.
This program has a couple of short machine language
routines, in strings, to speed things up a bit. It will run
well on an 800XL, since I followed the proper Operating
System (OS) entry points. You should be aware of an
XL OS bug, however. Sometimes, while printing,
everything will stop for 35 to 40 seconds and then start
again. No data is lost, and the program continues to
function correctly. I checked with Atari on this problem,
and it seems that a "certain combination of characters"
being sent to the printer will put the system in a pause
mode. Atari has informed me that they are working on
a fix for this one. Don't worry if this happens to you;
be patient, and all will pick up right where it left off.
If you have Atari's Translator Disk (converts the 800XL
OS to the old OS Rev. A or B, user selectible), it may
be used to avoid this "timeout delay" problem. □
YOU CANT TELL
A DISK DRIVE
BY ITS COVER!!
WITH A HAPPY ENHANCEMENT INSTALLED THESE ARE
THE MOST POWERFUL DISK DRIVES FOR YOUR ATARI COMPUTER
WARP SPEED SOFTWARE DISK READING AND WRITING 500% FASTER
HAPPY BACKUP — Easy to use backup of even the most heavily protected disks
HAPPY COMPACTOR — Combines 8 disks into 1 disk with a menu
WARP SPEED DOS — Improved Atari DOS 2. OS with WARP SPEED reading & writing
SECTOR COPIER — Whole disk read, write and verify in 105 seconds
1050 ENHANCEMENT — Supports single, 1050 double, and true double density
810 ENHANCEMENT — Supports single density
SPECIAL SUGGESTED RETAIL PRICE: Get the HAPPY ENHANCEMENT 810 or 1050 version with the HAPPY BACKUP PROGRAM.
plus the multi drive HAPPY BACKUP PROGRAM, plus the HAPPY COMPACTOR PROGRAM, plus the HAPPY DRIVE DOS, plus the
HAPPY SECTOR COPY, all with WARP DRIVE SPEED, including our diagnostic, a $350.00 value for only $249.95, for a limited time only!
Price includes shipping by air mail to U.S.A. and Canada. Foreign orders add $10.00 and send an international money order payable through a
U.S.A. bank. California orders add $16.25 state sales tax. Cashiers check or money order for immediate shipment from stock. Personal checks require
2-3 weeks to clear Cash COD available by phone order and charges will be added. No credit card orders accepted. ENHANCEMENTS for other
ATARI compatible drives coming soon, call for information. Specify 1050 or 810 ENHANCEMENT, all 1050s use the same ENHANCEMENT.
Please specify -H model for all 810 disk drives purchased new after February 1982, call for help in 810 ENHANCEMENT model selection. Dealers
now throughout the world , call for the number of the dealer closest to you. ATARI is a registered trademark of Atari Computer Inc.
HAPPY COMPUTERS, INC. • P.O. Box 1268 • Morgan Hill, California 95037 • (408)779-3830
CIRCLE #125 ON READER SERVICE CARD
PAGE 54
ANALOG COMPUTING
ISSUE 21
10 DIM PROGS (182) ,LNS (55) :PT-ADR (PROGS
) :LX=ADR(LNS) : C0=8 ; C1=I : C2-2 ; C0LR=710 :
C7=7:C3=3
20 FOR X=C1 TO 182 : READ N : PROGS (X, X) =C
HRS(N3lNEXT X:FOR X=C1 TO 55: READ N : LH
S(X,X)=CHRS(N) :NEXT X
60 GRAPHICS CO:SIZ=FRE(C0)-256:LH=37:C
4=4:C23=23
70 DIM AS(LM),WS(LW),8LS(LW) , TS (LW) ,85
(SIZ) ;BS="":OPEN ttCi,C4,C0„"K :"■ ;MAXLIN
-INTC5I2/LW3
80 XCURS=85 ; YCUR5=84 : LINE5=C1 ; BL$ (CI) =
■* ":BLS(LH)=" ":BLS(C2)=8L$
90 C0NS0L=53279:KEV=764
lOO ? "«";POKE 16,112:P0KE 53774,112:0
$-""
110 POKE C0LR,128:X=10:G05UB 430
120 CLOSE HC2: CLOSE ttC3: CLOSE ttC7
130 ? "A
_ ur!»l!MulS;ilC i
148 ? "
! Disk DIR
ISO ? "
'Edit Text
160 ? "
jLoad File
170 ? "
[Merge File
188 ? "
jSave Text
190 ? "
rPrint Text
20O ? "
iKill File
210 ? "
220 ? "1
fluit
230 MN=-Cl:MM=8:G0SUB 280:A=X:0N A GOT
810,1300,2320,2450,2480,2870,1250,35
70
240 FOR H=15 TO CO STEP -C1/C2: SOUND C
0,6O,1O,M:NEXT H:RETURN
250 ? "Try Again Please"
288 FOR W=C1 TO 25:S0UND C0,100,10,8
270 SOUND CO, 140, 10, 8: NEXT M:SOUND CO,
C0,C8,C8:RETURN
288 TRAP 320:P0KE 82, C4:? :? "<press tt
key 1-";MX;" [RTN=1J >";:GET ttCl,X;IF
X=155 THEN X=49
290 X=X-48:IF X<C1 OR X>MX THEN 320
3O0 ? X:P0KE 82,C2:IF MN<C0 THEN ? "U"
; :mn=co
310 RETURN
320 ? :? "Out of range. ":GOSUB 260:G0T
280
330 MN=CO:GOTO 350
340 MN=C1
358 TRAP 408
368 ? "<Type tt & press Sfl3 >":? "([303
0NLYr";MN;") ";:INPUT TSTlF LEN(TS)=CO
THEN X=MN:? X:GOTO 388
370 X=INT(VAL(TS))
380 IF X>=MN AND X<-MX THEN RETURN
390 ? X;"Q Out of range ("jMH;"-";MX;"
only) .":G05UB 250:GOTO 350
400 ? "Bad input char(s)"
418 ? "It's only, ";MN;"-"j!MX5" valid,"
420 G05UB 250: GOTO 350
438 POKE 792,64 :P 0KE 694, CO:? "fllttEIIl
a3«M Sim»WPEMM'' : ? :? AS
440 ? '\4iyijlMJIllltLid''; LINES* (LEN(B$)>
— j yj
450 ? " QEaEB IEgEi";MAXi tm-i thf^+m
EN(BSXLW)
460 POKE 82,X:P0KE 752, CO:? :RETURN
470 TRAP 500:P0KE 702,64:P0KE 694, CO:?
"<Press V or N> "; : GET «C1,X
480 IF X=89 THEN ? " 0§ B" : X=C1 i RETURN
490 IF X-78 TH EN ? "001" ! X=CO ! RETURN
500 ? "litSJJtli"J" , :G0 5UB 250: GOTO 470
51© AS=""3CNT=C0
520 ? "<B=H To Abort>":? "Type text &
press laJLJ:"
530 Y-PEEK (VCURS) : IF Y>=22 THEN ? "IS12
3iaiEEflIE":G0T0 510
540 X=PEEK(XCUR5) :FOR I=C1 TO LN:? "-•■
;:NEXT I:P05ITI0N X,Y:? "-*•■;
550 TRAP 550 : GET ttC l.XMF X=27 THEN PO
p .-pop :as="EEEHH3B-:goto no
560 IF X<>126 THEN 590
570 CNT=CNT-Cl:IF CNT <C0 THEN GOSUB 26
O:CNT=C0:A$="":6OTO 530
580 ? CHRS(X)," :AS=AS(C1,CNT) :GOTO 558
598 IF X=155 THEN ? : LN=LEN (AS) : RETURN
680 IF X<32 OR X>122 OR X-96 THEN GOSU
B 260:G0T0 550
618 ? CHRS(X); :CNT=CHT+Cl:AS(CNT,CNT)=
CHRS(X)
628 IF CNT <=LN THEN 6 48
630 ? :? "aBHSBEIHH": GOSUB 260: GOTO
510
640 IF CNT>LN-C4 THEN GOSUB 240
650 GOTO 550
660 L1=A-C2
X=C 2: GOSUB 4 30
? "lEOECBKai "; :MX=C4; GOSUB 280 :DR
678
680
U=X
698
'■ ^PPri^
to
70O ON LI GOT O 710,720,730,740
71 ? "jt tjEU"-? "<any EDE text will b
e aiiingO!!! . 010 750
720 ? " I!l 3ll1 l=P " : GOTO 750
738 ? ^yr MjTjt ext TO": GOTO 750
750 ? "(press aE only for 300)"
760 LN=12:G0SUB 510;IF LN>C8 THEN 788
778 A=C0: GOSUB 1018: GOTO 678
788 TS="D" : TS (C2) =STRS (DRU) : TS (C3) =" : "
;TS(C4)=AS
790 TRAP 868:0PEN ttC2,L2, C8,TS:? :? "M
orking. . .":RETURN
800 CLOSE ttC2:ASr" affl3Bag33 ":AS(LEN(
AS)+C1)=5TRS(PEEK(195)) :POP :GOTO 118
818 AS="":POKE C0LR,144
828 X-1 2: GOSUB 438
830 ?
848 ?
858 ?
868 ?
878 ?
888 ?
898 ?
988 MN=-Cl:MX=5: GOSUB 280:A=X:0N A GOT
910,980,920,960,100
910 A=CO: GOSUB 990:G0T0 100
920 A=ci:? "Load Disk DIR into buffer.
Hl£f3WIrC
List DIR
WJ
PRINT DIR
mi
Load DIR
Merge DIR
GoTo Main
938 ?
you
n OM2B will be HEED>":? "Are
: GOSUB 470
NOT X THEN AS="E33iTJiI13" :GOTO 8
940 IF
20
950 LINE5=C0 : BS="" : GO SUB 990:G0T0 820
960 A=C1:? "Merge GEE into text buffer
970 GOSUB 990 :AS="EBCTJ": GOTO 820
980 A=CO:C = C.l:GOSUB 1080 ; AS-" !-J;H;i1>lii:i
Ql": GOTO 820
990 C=CO
iooo ? "HOB of i3E33HEMH3 ?";mx=c4:go
SUB 280:DRU=X
1010 TS="D":TS(C2)-5TRS(DRU) :TS(C3)=":
* *•■
102O IF (A OR C) THEN ? :? " BJjflGQI fo
r this DIR ":LN=LW:GOSUB 510:WS=ASTlF
LN=LM THEN 1040
1030 MS (LEN (MS) +C1) ~BLS (LEN (WS) +C1)
1O40 ? :TRAP 808:CL0SE ttC2:0PEN ttC2,6,
CO,TS:IF C THEN OPEN »C3,8,C0,"P:" :? tt
1050 TS=BLS:TRAP 1180 :X=C1 ;IF C THEN ?
itC3"WS;? ttC3
1060'lF A THEN AS=MS : Y-Cl : GOSUB 1166:A
S=BLS: GOSUB 1168
1070 TRAP 1180: INPUT ttC2, AS : X=-X : Y=CO
1080 IF AS(C4,5)=" F" THEN AS(17,183-"
":GOTO 11O0
1090 AS=AS(C3) :WS=AS(9) : AS (9, 9)=" . " : AS
(10)=WS:AS(17,18)=»' ":IF X<CO THEN AS
(17,18)="1 "
1100 ? ASj::IF C THEN ? ttC3;AS;
1110 IF X<CO THEN 1130
1120 ? :IF C THEN ? ttC3
1130 IF NOT A THEN 1070
1140 IF X<CO THEN TS (CI, 18) =AS : GOTO 10
70
1150 TS(19,LM)=AS:AS=TS:G0SUB 116O:G0T
1078
1168 LINES=LINES+Cl:IF LINES>MAXLIN TH
EN POP :GOTO 1240
1170 B=LW*(LINE5-C1)+C1:BS(8,B+LH-C1)-
AS : RETURN
1180 TRAP 800: IF C THEN ? ttC3 : ? ttC3 : ?
ttC3
ISSUE 21
ANALOG COMPUTING
PAGE 55
1190 CLOSE ttC2: CLOSE ttC3:IF PEEKC195X
>136 THEN GOTO 800
1200 IF NOT A THEN GOTO 1230
1210 IF X<CO THEN AS=TS : AS CIS , LH) =BLS C
19, LW) :GOSUB 1160
1220 AS=BLS: GOSUB 1160
1230 trap 800:? :? "ajaCHEBB <press
HE to cont>";:GET ttCl,A:? :RETURN
1240 LINES=LINES-Cl:A5="QlncOMp. Load,
aHB full":RETURN
1250 ASr"KilI File":A=6
1260 L2= C4: GOS U B 66 0: CLOSE ttC2
1270 ? "ire rare 5BEB ";TS:? "Are you W
HI ";:GOSUB 470
1280 IF NOT K THEN flS = "H!EO" : GOTO 118
1290 XIO 3 3 ,ttC2 , C O, CO, T$ : AS-TS : AS CLEN (
ASJ+C1)=" \ttMMBB" •■ GOTO 110
1300 AS="":POKE C0LR.130
1310 K=C 2jG0SUB 4 30
1320 ? "tni-EMHHS!" : ? " ■3gHiEl >& Scrol
i up i pg"
1330 ? "KjIII35B>& Stroll Dn l Pg"
1348 ? "■ED3lffl>& Exit to EDIT Menu":
POKE 82,13:
"M
GoTo Start
"FGoTo End
"tGoTo LINE
"Delete Lns
insert Lns
Enpty BUFF
GOTO Main
1350
1360
1370
1380
1390
1400
1410
1420
1430
1440 MN=-Cl:MK=C7:G0SUB 280:A=X:0N A G
OTO 1450,1460,1508,1530,1630,2250,110
1450 LI=Cl:GOTO 1720
1460 LI=LINE5:IF LKC23 THEN GOTO 1730
1470 B=LW*CLI-C1)+C1:IF BS CB, B+LH-C1X
>BLS THEN 1490
1480 LI=LI-Cl:IF LI>C1 THEN 1470
1490 GOTO 1720
1500 X=C2:G0SUB43JL_
1510 ? "GO TO fflII3E]":MX=LINES: GOSUB 3
40:LI=X
1520 GOTO 1720
1530 IF LENCBSXLH THEN AS = "lilMjUOTraro
" :G0T0 1310
1540 X= C2: GOSUB 430:? "BHH line to I
t31IlBi"lMX = LINE5 : GQSU B 340 : Ll -H
1550? "[EHM line to ■331331" :mx=l in
ES : MN=LI : GQ SUB 35 : L2=X
1560 ? :? "EEEEBBLines > ";U;" - ";L
2:? "Are you lfcDHjl ";:GOSUB 470
1570 IF X THEN 1 590
1580 AS="GEBHH3S":G0T0 1310
1590 IF L2=LINES THEN B$ CLW*CL1-C1) +C1
)="":GOTO 1610
1600 BS CLW* CL1-C1) +C1) =BS CLW* CL2-C1 J +L
W+CI)
1610 LINE S=LINES-C1- CL2-L1>
1620 AS = "aH03iaaBCB>" :ASCLENCA5>+C1) =
STRSCL1) : AS CLEN CAS) +C1) -"-" : AS CLEN CAS)
♦C1)=5TR$ CL2) :G OTO 1310
1630 ? ""SHjBHGE LIHEC S)":IF LENCBSXLH
them A5="timB J333E3" :GOTO 13i0
1648 ? "Insert U14aiTlJ Line tt ":MH=LINE
S:G05UB 340:L1=X
1650 MX=MAXLIN-LIHES:? "tt Of HEEE to
insert ?":? "CMAX=";MX;") ";:GOSUB 340
• L2-X
1660 ? "Are you EfTf-H "; :GOSUB 470:IF
NOT X THEN 1588
1670 ? "Norking. „":FOR I=LINES+C1 TO L
INES+L2 : A=LW*CI-C1) +C1
1688 B$CA,A+LH-C1)=BLS:NEXT I
1690 FOR I=LINES TO LI STEP -CI
1700 A = LW* CI-C1) +C1 : B=LW*CI + L2-C1) +C1 :
BS CB , B+LH-C1) =BS CA , A+LW-Ci) : BS CA , A+LW-
Ci)=BL$:NEXT I
1710 LINES=LINES+ L2 i AS=ST RS CL21 : AS CLEN
CA$)+C1)=" Lines K;MJ:I»J before ":A$C
LENCAS)+C1)=STRSCL1) :GOTO 1310
1720 POKE 752,C1:LE=LI+22:IF LE>LINES
THEN LE=LIHES
1730 ? "«•■;
1740 IF LENCBSXLH THEN L1=C1:G0T0 179
1750 Y=C8:F0R I=LI TO LE
1760 A=LW*CI-C1)+C1
1770 POSITION C2,Y:? BS CA, A+LW-CI) ; : Y=
V+Cl
1780 NEXT I
1790 POKE 752, CI : POSITION C2,C23:? "LI
NE tt ""Li"" "":Y-C0
1800 POSITION 15'C23:? "EDIT MODE <STA
RT=EXIT>"; :POKE 752, CO
1810 LOCATE C2, COMPOSITION C2,C8
1820 ? CHRSCA);CHRSC30); :X=C2:Y=C0
1830 IF F=C1 THEN ? "+*";
1840 TRAP 1840: IF PEEK CKEYJ <>255 THEN
GET ttCl,A:GOTO 1890
1850 IF PEEKCC0NS0L)=C7 THEN 1840
I860 IF PEEKCC0NS0DO6 AND LINES<C23
THEN GOSUB 260: GOTO 1840
1870 IF PEEKCC0NS0L)=6 THEN F=CO:GOTO
2070
1880 IF PEEKCC0NS0L)=5 THEN F=C2:G0T0
2070
1890 IF PEEKCC0NS0L)=C3 THEN F=C3:G0T0
2078
1900 IF A=125 OR A=27 THEN GOSUB 260 :G
OTO 1840
1910 IF A<>157 THEN 1940
1920 X=PEEK CXCURS) : Y=PEEK CYCURS) :POKE
752, CI
1930 POSITION C2,22:? CHRSC156) ; :POKE
752,C0:P0SITI0N X,Y
1940 ? CHRS CA);: IF CA=31 OR A=30) AND
PEEKCXCURS)>38 THEN ? CHRS CA) ; : GOTO 18
40
1958 IF CA=28 OR A=29) AND PEEK CYCURS)
=C23 THEN ? CHRS CA) ;: GOTO 1840
I960 IF PEEK CYCURS) =Y AND A<>156 THEN
2020
1970 Y=PEEK CYCURS) : X=PEEK CXCURS) :POKE
752, CI
1980 IF A=156 THEN POSITION C2,22:? CH
RSC157); :GOTO 2010
1990 IF Y=C23 AND A=155 THEN Y=22:F=C1
:POKE YCURS,22:G0T0 2070
2080 POSITION C2,C23:? "LINE tt ";LI+Y;
II II ■
2010 POKE 752,C0:L0CATE X, Y, A :POSITIOH
X,Y:? CHRS CA); CHRS C30);
2020 X=PEEK CXCURS) : IF X<=38 THEN 2060
2030 IF Y=22 THEN F=C1:GOTO 2070
2040 IF Y<22 THEN Y=Y+C1:? CHRS C155) ; :
GOTO 2068
2050 LOCATE C2,Y,A:? CHRS CA) ; CHRS C30) ;
2060 GOTO 1840
2070 X=PEEK CXCURS) : Y-PEEK CYCURS) :POKE
752, CI
2080 POSITION 15,C23:? "READING PAGE
"; :LOCATE X,Y,A
2090 COLOR A:PLOT X,Y:GOSUB 240
2100 FOR Yi=CO TO Y : BB=LN»CLI-C1+Y1) +C
1
2110 POSITION C1,Y1
2120 POKE 842.13:INPUT AS:POKE 842,12
2130 IF LENCAS)=LW THEN 2150
2140 AS CLEN CAS) +C1) =BLS CLEN CAS) +C1)
2150 BSCBB,BB+LH-C1)=AS:NEXT Yl
2160 LI=LI+Y:IF LI>LINES THEN LINES=LI
2170 IF F=C1 THEN LI=LI-C1 :GOTO 1720
2180 IF FOC2 THEN 2210
2190 LI=LE+C1:IF LI>LINES THEN LI=LIHE
S-Cl
2200 GOTO 1720
2210 IF FOC3 THEN 2240
2220 LI=LI-C23:IF LKC1 THEN LI=C1
2230 GOTO 1720
2240 AS="** Last line read >>":ASCLENC
AS) +C1) =STRS CLI ) :GOTO 131
2250 ill I III <'J I |»|JJ1 ll'l"! *": GOSUB 430
2260 ? "HaffllE 1 I text froH BUFF"
2270 ? "Are you ante ";:GOSUB 470
2280 IF X THEN 2300
2290 GOTO 1580
2300 BS="":LlNES=cl:AS="[iniiaOCTIP]":G0
TO 1310
2310 RETURN
2320 POKE COLR,208:AS = "DEi3aDHI|"
2330 L2=C4: GOSUB 660 : LIMES=C8 : BS=""
2340 TRAP 2400
Put a Monkey Wrench
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Cut your programming time from hours to seconds, and have 33
direct mode commands and functions. All at your finger tips and
all made easy by the MONKEY WRENCH I"
The MONKEY WRENCH II plugs easily into
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Order your MONKEY WRENCH II today and
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• Line numbering
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• Move lines
• Copy lines
• Up and down scrolling of basic programs
• Special line formats and page numbering
Disk directory display
Margins change
Home key functions
Cursor exchange
Uppercase lock
Hex conversion
Decimal conversion
Machine language monitor
• DOS functions
• Function keys
The MONKEY WRENCH II also contains a machine
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MAE
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CIRCLE #126 ON READER SERVICE CARD
<
>
ATTENTION SMALL BUSINESS 0WNEI
Introducing
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By
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Don't pay $200 or more for a comparable package. THE
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cost. It is so easy to use that anyone can print an
invoice.
THE INVOICER uses preprinted invoices. It includes
features such as optional letterhead formatting, auto-
feeding, automatic tax calculation, automatic totaling
and summary totals.
THE INVOICER is available for the Commodore, ATARI,
PC and PC Jr. The program requires 48K and a Disk
Drive.
$39.95
Dealer Inquiries Welcome
VISA, MC, Check or Money Order
Please specify type of computer.
MiccaSoft
406 Windsor
New Braunfels, TX 78130
(512)629-4341
CIRCLE #127 ON READER SERVICE CARD
ATTENTION
PROGRAMMERS
Our established literary agency
is seeking to represent talented
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THE ROBERT JACOB AGENCY
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P.O. Box 4073
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CIRCLE #128 ON READER SERVICE CARD
MOVING?
DON'T MISS A SINGLE ISSUE.
Let us know your new address right away. At-
tach an old mailing label in the space provided
and print your new address where indicated.
QUESTION ABOUT
YOUR SUBSCRIPTION?
Check the appropriate boxes below:
□ New subscription. Please allow 4-8
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D Renewal subscription. Please include
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and proper extension. □ 1 -year $28.00.
This rate limited to the U.S.A. and its
possessions. □ Payment enclosed or
□ Bill me.
MAIL TO: ANALOG COMPUTING
P.O. Box 615, Holmes, PA 19043
Name
Address
City
ATTACH
LABEL
HERE
CD
O
CO
CL
CO
CO
CO
CD
•o
CO
O
I
O
cz
CO
CD
-Q
CO
State .
Zip
ISSUE 21
ANALOG COMPUTING
PAGE 57
ISBUFF Full, File to
2358 INPUT ttC2,AS:IF LEN(AS)=LH THEN 2
378
2360 AS (LEN (AS) +C1) =BLS (LEN (AS) +C1)
2378 LIME5=LIME5+Cl:IF LINE5>MAXLIN TH
EN G8T0 2448
2388 BS(LW*(LINES-C1)+C1, LWK(LINES-Ci)
+LW)=AS
2358 G0T8 2358
2488 CLOSE ttC2
2418 IF PEEK C195) =136 THEN 2436
2428 G0T8 888
2430 flS="a^jgaHg": GOTO 118
2448 CLOSE ltC2:AS= ,, CZ
aEOB" : LINES=MAXLIN : GOT O 118
2450 POKE C0LR,178:A$="[SIiZ9aQ9O"
2468 L2=C4:G0SUB 668
2478 GOTO 2348
2488 IF L ENtB5l>-LH THEN 2588
2490 AS="[inHM13iro":G0T0 lie
2580 as=""
2518 CL05E «2:P0KE COLR, 32 :X=8: GOSUB 4
38
2528
2538
2540
2550
2560
2570
As Text File
"RAS PRINT Stunts
"HAS DATA Stunts
t Main Menu
2580 MN=-C1:MX=C4: GOSUB 286:A=X
2598 IF A=C4 T HEN GOTO 188
260O ? "EiaBBE GUI blank lines fron bu
ffer":? "During SAVE M ;:GOSUB 470:DB=X
2610 ON A GOTO 2688,2628,2658
2628 ? "File tt for PRINT statements" : ?
"Ci.e. 6 for '? 86; 'J"
2630 ? "<U5E aWTTi] if QE file tt>"
2640 MH=C7: GOSUB 336 : F=X : G6T6 2668
2658 ? "Write DAT A Stat ements"
2668 ? "Starting OHGHE "; :MH=32767-LI
NES:G6SUB 338:SL=X
2678 MH=I NT ((32767-SL) /LINES) :? "Line
HlHEKHlW "; i GOSUB 349: IHC=X
2688 flnfl i a$ = " bf-VlM*W : A = 5 i L2 = 8 : GOSUB
666:A=0
2690 FOR I=C1 TO LINES
2700 B=LW*(I-C1)+C1:IF BS (B, B+LM-C1) =B
L$ AND DB THEN GOTO 2848
2718 IF A=C1 THEN 2788
2728 ? ttC2;SLj :SL=SL+INC
2738 8N A-Cl G8T0 2748,2778
2748 ? ttC2j" ? ";:IF N8T F THEN 2768
2758 "* ttC2 ' "tt" ' F " " " " •
2768 ? ttC2;CHRS(34); :GOTO 2788
2778 ? «C2;" DATA "J
2788 AS=BS(B,B+LH-C1)
2798 EL=USRCLX,ADRCA$),LM)
2888 IF EL=C8 THEN G8T0 2828
2818 ? t*C2;AS(Ci,EL);
2828 IF A=C2 THEN ? «C2; CHRS (34) ;
2838 ? ttC2
2848 NEXT I
2850 A5 ="[VFT7F3 ,, :IF A >C1 THEN A$CLEN(A$)
+ci}=" 0EaMJHHM3i >" ; as (len (a$j +cd ~s
TRS(SL)
2868 CLOSE ttC2:G0T0 2518
2878 IF LENCBSXLM THEN G8T0 2498
2880 AS="":POKE COLR, 32
2890 H=8: GOSUB 438
2988 ?
? "U 48 Char Lin es
? "'-Newspaper VgJFl Col
? "(Newspaper fffl Col
? " fl Return to Main
■7
—PRINT OPTIONS—
2910
2920
2930
2940
2950
2960 MN=-Cl:MX=C4: GOSUB 288:A=X
2970 IF A=C4 THEN 118
2980 POKE 82, C2 : ? :? "QHJOG for Printo
ut" : LNn38 : G8SUB 516 : HS=A$:WS tLEN ( MS ) +C
1)=" pg ■•
2990 ? "ifGjQJEEB text as it is printed:
": GOSUB 470:CR-X
3888 IF A=C3 THEN LH- Cl:GOT O 3628
3610 MH=20*A:? "Left CHGFHI! (Max=";MX;
")": GOSUB 348:LM=X
3828 ? :? "Vertical line spacing:"
3830 ? "IQI Single (screen format)"
3040 ? "101 Double"
3858 ? :MX=C2: GOSUB 288
3868 IF X=C1 THEN SP=8:LPG=96
3878 IF X=C2 THEN SP=16 :LPG=48
308O ? "Get I IJiHiW Jj p'lJhffM 'liTni"
3O90 ? "A nd Press fitTl key"
31O0 ? "<m& to abort>"
3110 TRAP 888: GET ttCl,X:IF X=155 THEN
3138
3120 IF X = 2? THEN AS-" [3gfmi:1!t.]A<Ji| " : G
OTO 118
3138 TRAP 2428; CLOSE t»C7
3140 PG=Cl:LPC=LPG-12
3158 8PEN 8C7,8,C8,"P:":? «C7; M %A"; CHR
S(5P);"%6";
3168 IF A>C1 THEN 3278
3178 DNS=ASC("K"} : GOSUB 3468
3188 FOR I=C1 TO LINES
3198 B=LH*tI-Cl) :AS=BS(B+C1,B+LH) :IF A
S=BL$ THEN ? H7:G0T0 3248
3288 IF H6T (CR) THEN 3238
3218 A=USR(LX,ADR(AS),LU) : A=INT ( (LH~A)
/C2):IF A=C8 THEN 3238
3228 TS=AS : AS=BLS : AS (A) =TS (CI , LH-A)
3238 GOSUB 3588:? ttC7
3248 CNT^CNT-ClIIF NOT (CNT) THEN GOS
UB 3556
3250 NEXT I
3260 ? HC7: CLOSE ttC7 : A$="SEH3MMIE" : G
OTO 2878
3278 DNS=:ASC("L") : GOSUB 3468
3288 I=C1
3298 FOR J=C1 TO A
3388 IF J=C1 THEN GOSUB 3568
3318 B=LWK(I-C1}+LPC*(J-C1)*LH+C1
3326 IF J>C1 THEN AS=" | ":G6SUB 3510
3330 IF B>=LEN(BS) AND J=A THEN 3488
3348 IF B>=LEN(BS) THEN AS=BLS:GOTO 33
88
3358 AS=BS(B,B+LH-C1) :IF NOT (CR) THE
N 3380
3368 X=U5R(LX,ADR(AS),LH) : X=INT ( (LW-X)
/2JSIF X<=C1 THEN 3388
3378 TS=AS : AS=BLS : AS (X) =TS : AS (LH+C1) =■•
3388 IF AS=BLS AND J=A THEN 3488
3398 GOSUB 3518
3468 NEXT J
3418 ? ttC7:CNT=CNT-Cl:IF CNT THEN 3448
3428 I=I+(A-C1)*LPC:IF I>LINES THEN 34
48
3436 GOSUB 3558
3446 I=I+Cl:IF I>LINES THEN 3268
3458 GOTO 3298
3468 TS=STRS(PG) :PG=PG+C1
3478 ? «7:G0SUB 3566 :X=LEN (MS) : GOSUB 3
540:X=USR(PT,ADR(MS) ,LEN(HS)) :X=LEN(TS
) : GOSUB 3548
3486 X=USR(PT,ADR(TS),LEN(TS)) :? UC7:F
OR X=C1 TO 5:? ttC7:NEXT X :CNT=LPC :RETU
RN
3490 FOR X=C1 TO C4:? ttC7:NEXT X:GOTO
3466
3500 GOSUB 3568
3516 X=LEN (AS) : GOSUB 3548 :X=USR (PT, ADR
(AS) , LEN (AS))
3528 IF PEEK(KEY)<>255 THEN GET ttCl,X:
IF X=27 THEN POP : CLOSE «C7:G0T0 3120
3538 RETURN
3548 X=X#8 : HI=INT (X/256) : L8=X~256*HI : ?
ttC7 ; CHRS (27) ; CHRS (DNS) ; CHRS (LO) ; CHRS (
HI); : RETURN
3550 FOR X=C1 TO C2+(SP=8):? »C7 : NEXT
X:? »C7;"%Ai":? ttC7;"%A";CHRS(SP) ; :GOS
UB 3496: RETURN
3566 X=LM:GOSUB 3548 : X=USR (PT, ADR (BLS)
,LM): RETURN
3576 ? "HEnd Edit KDJll "; ".GOSUB 248:G
OSUB 476
3588 IF N8T X THEN AS="":GOTO 118
3596 GRAPHICS C8:CLR :END
4888 DATA 184,248,18,261,2,248,7,176,1
84,164,282,288,251,96,184,133,213,184,
133,212
4618 DATA 184,184,133,216,166,8,177,21
2,238,212,268,2,238,213,168,6,132,217,
261,128
P.O. BOX 3354, CHERRY HILL N.J. 08034
Toll FREE (800) 992-3300
For Information Call (609) 596-1944
Call us for reliable service, experience and affordable prices!
10
Atari 600 XL 'Call
Atari 800 XL 'Call
850 Interface '199
1010 Program Recorder '72
1020 40-column Color Printer'Call
1025 80-column Printer '325
1 027 Letter Quality Printer ... s 274
1 030 Direct Connect Modem '1 09
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Limit
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eO
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DISK DRIVES
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4020 DATA 144,4,41,127,198,217,178,133
, 218 , 224, 96, 176, 11, 169, 64, 224, 32, 144, 2
,169
4038 DATA 224,24,101,218,133,214,169,0
,133,215,162,3,6,214,38,215,202,288,24
9,24
4848 DATA 173,244,2,181,215,133,215,16
8,8,240,2,208,187,162,6,177,214,230,21
4,288
4858 DATA 2,238,215,69,217,149,228,232
,224,8,288,239,162,8,22,228,42,232,224
,8
4868 DATA 288,248,153,220,0,200,192,8,
288,238,162,8,181,228,201,155,208,4,16
9,151
4078 DATA 149,228,232,224,8,288,241,16
2,112,169,11,157,66,3,169,220,157,68,3
,169
4888 DATA 8,157,69,3,169,8,157,73,3,16
9,8,157,72,3,32,86,228,198,216,288
4898 DATA 166,96
4188 DATA 184,248,16,281,2,246,15,178,
164,184,282,288,251,169,8,133,212,169,
1,133
4118 DATA 213,96,184,133,215,104,133,2
14,104,104,168,136,177,214,281,32,288,
9,136,288
4128 DATA 247,177,214,281,32,248,1,280
, 132 , 212 , 169 , 8 , 133,213 , 96
CHECKSUM DATA
(see page 27)
18 DATA 698,721,162,784,89,117,133,105
, 258 , 8 , 145, 389 , 343, 577, 483 , 4916
190 DATA 738,338,922,883,53,888,928,42
7,898,667,582,794,588,22,511,9143
340 DATA 361,715,223,473,685,137,57,12
,73,65,965,194,723,822,7,5432
498 DATA 762,664,228,245,895,846,748,9
36,119,643,197,881,787,991,39,8893
648 DAT* 179,731,468,529,314,5,628,99,
949,838,254,398,791,884,683,7646
798 DATA 628,98,891,482,579,887,723,73
7,924,952,481,84,685,16,593,8512
946 DATA 923,971,488,31,752,92,288,759
,867,18,579,218,588,982,549,8821
1890 DATA 565,513,901,655,978,51,83,59
8,919,637,984,524,761,916,658,9639
1248 DATA 724,183,838,924,738,437,14,6
88,853,681,793,67,832,567,473,8716
1398 DATA 839,887,887,645,536,772,468,
765, 358 , 766 , 728 , 685, 515 , 724, 437, 9932
1548 DATA 926,625,535,568,596,386,68,5
38,767,245,143,817,35,53,581,6883
1690 DATA 106,399,896,511,260,916,195,
469,274,513,933,638,573,257,78,7810
1840 DATA 140,211,754,276,281,677,823,
924,983,232,287,98,239,987,679,7351
1998 DATA 564,33,758,99,892,621,572,72
8,883,94,343,27,715,653,656,7630
2140 DATA 884,804,194,688,617,484,715,
621,584,718,612,586,6,791,549,8613
2298 DATA 734,424,791,535,214,681,989,
892,612,595,732,743,845,899,683,18289
2448 DATA 501,953,458,731,410,416,386,
352,328,973,483,182,722,782,325,7922
2598 DATA 210,273,291,886,224,572,919,
318,554,382,181,242,926,282,265,6285
2740 DATA 478,291,585,258,576,384,665,
352,920,375,514,90,42,220,837,6579
2898 DATA 438,795,982,637,648,671,662,
335,662,779,487,181,357,666,453,8737
3848 DATA 855,821,747,947,218,798,37,2
44,861,65,795,612,983,717,87,8787
3198 DATA 374,247,408,947,608,761,499,
568,721,255,312,780,20,512,303,7387
3340 DATA 154,71,564,452,672,957,563,6
07,215,966,992,743,409,190,103,7598
3490 DATA 241,969,298,179,881,328,789,
621,678,369,334,394,382,191,131,6785
4846 DATA 324,89,364,237,598,147,298,9
17,577,3543
CIRCLE #129 ON READfcR SERVICE CARD
ISSUE 21
ANALOG COMPUTING
PAGE 59
Quality Formatted Plotting
--■ tr* . _ — " — M: -ri ■ —
*L
3111
JULU.
mi
w
ith the
Atari
1 1 1 1
llli
1 1 1 1
nil
,
iiii
il
32K Disk
by Robert E. Miller
The excellent Atari 800 graphics package allows
easy plotting of data on the screen, but, unfortunately,
considerable labor is involved in providing titles,
legends and scale values. Graph E's makes nicely for-
matted graphs available with a minimum of effort.
Screen dump.
Hardcopy capability greatly enhances the utility of
Graph E's. I have provided a minimum capability for
immediate demonstration purposes by incorporating
the "49 Second Screen Dump" program from Com-
pute's Second Book of Atari 1 . See Line 3620. Thus, as
written, the screen can be dumped to an Epson
MX-80 printer with Graphtrax 80 by pressing START
after the graph is displayed on the screen. The
resulting graph is the small size as shown in Figures
1 through 6. If you have your own screen copy utili-
ty, invoke it after the screen display is complete.
The sample plots in Figures 1 through 6 will allow
you to quickly judge whether Graph E's is useful for
your application. Note that these plots are available
on your screen whether you have screen dump/printer
capability or not.
Samples.
The program as presented includes several built-in
plots, so that you can try it out immediately. Once
you see the action, I'm sure you will want to replace
my examples with your own. The discrete point
routine is especially useful, since data not represented
by closed form equations can be readily handled. Ex-
planatory remarks are included in the program listing
to provide insight into the approach.
Number of points plotted.
In general, curves are drawn more rapidly as the
number of points is decreased, but smoother curves
result from more points. In the steps beginning with
Line 120, the choice of number of points, ND, is re-
quested. As currently dimensioned, 402 points is the
upper limit. 100 point curves are adequate for most
purposes. Use a small ND for the first runs, to become
acquainted with the program flow and screen blank-
ing employed to speed up the program.
For the discrete point routine, ND is superceded
so that it is equal to or less than the number of X-Y
pairs in the associated data statement. Insert in Line
PAGE 60
ANALOG COMPUTING
ISSUE 21
Fi
gure 1
ND=10G
+ 1 ,
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Figure 3
ND=100
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Figure 3.
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Figure 2
ND=100
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Figure 2.
Figure 4
ND = 9
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5
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KEHD TIHE— BAYS gEBjl
II 1 1 1 1 ) 1 1 1 , 1 1 II 1 1 1
J 1 [ j i 1 I
■m
1 j j i j ! 1 1 M44J-I-I444444-
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r
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Figure 4.
3110 the ND that is appropriate for your data. Note
that sequential pairs are required if the points are to
be connected as programmed. (For disconnected
points on any plot, use PLOT X(J),Y(J) in Line 760.)
Grid options.
The user has a choice as to the grid, tic mark and
axis arrangement. Choices 1, 2, 3 and 4 are illustrated
in Figures 1 through 4, respectively. The four built-
in plots — 1, 2, 3 and 4 — are also illustrated in these
figures.
Once the grid and plot are selected, titles and
legends are entered from the keyboard as prompted.
Any keyboard character can be used.
Manual or auto scaling.
Auto scaling is most useful for first pass or casual
plotting. The manual feature can then be used to get
the most suitable arrangement for your purposes.
Figure 5 illustrates an auto scaled plot. All other
figures are scaled manually.
Since the axis limits are under your control in the
manual scale mode, portions of the plot can be en-
larged by choosing the range of interest to be the full
axis length (see Figure 6).
The scaling routines, and the method of title and
legend centering, were provided by Mr. Bregoli 2 .
(continued on page 62)
I
Always the Lowest Prices on the Finest Quality
at. . . COMPUTER CREATIONS
A
ATARI
ATARI HOME COMPUTER
ATARI 600'" Home Computer (1 6K RAM) CALL FOR
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TRAK ATD 2 (Single/Double Density/Parallel lnt./4k buffer:
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ATARI ADDITIONAL EQUIPMENT
ATARI 1010" Program Recorder
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ATARI 1 025 " 80-Column Printer CALL
ATARI 1027" Letter Quality Printer FOR
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CX77 ATARI Touch Tablet"*
•Screen Dump Program FREE!! with purchase of CX77
HARDWARE COVERS
ATARI 1010 5.95
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DISKETTE/CARTRIDGE/
CASSETTE FILES
Flip -N' File 3.95
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Expansion 1 29.00
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PRINTERS
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APE FACE 65.00
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MONITORS
Gorilla " Hi Res 1 2" Non-Glare Green Screen 89.00
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Monitor Cable 1 0.00
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To order call TOLL FREE
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For information call: (513) 294-2002 (Or to order in Ohio)
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Actual freight will be charged outside U.S. to include Canada, Alaska, Hawaii, Puerto Rico and A.P.O.'s.
CIRCLE #130 ON READER SERVICE CARD
PAGE 62
ANALOG COMPUTING
ISSUE 21
+ 99 . ,
F
igure
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Figure 6.
Mixed graphics.
Text is obtained by drawing graphics characters
with the graphics 8 mode. The necessary machine
language routine was presented by Mr. Crawford 3 . The
routine is flexible and can be relocated. In fact, for
this application, it was moved (in page 6), to avoid
overlap with the screen dump program.
All printing on the graphics 8 + 16 screen is done
by defining TEXT$ and its starting location, H,V,
which is in graphics coordinates. Line 1690 calls
the machine language portion loaded in subroutine
1520, through the powerful USR function.
Retention, hard copy and re-entry.
When the graph is completed on the screen, Lines
2550 and 2600 serve to hold it, by suppressing the
READY prompt until the user takes further action.
To obtain a hard copy with the 49-second screen
dump subroutine, press the START key. There will
be a pause, followed by a printout. If no printout is
required, or if the printout is complete, press the OP-
TION key to display the re-entry options for draw-
ing a new graph on the screen, modifying the cur-
rent one or exiting. If you have your own screen dump
program, take the appropriate action while the graph
is being displayed. If you do not have a printer, the
program can be used to produce screen-only graphs,
if program lines involving device #5 are deleted.
Approach forces choices.
Several choices were necessary in order to produce
consistently useful graphs. It was decided that ten ma-
jor divisions, with five subdivisions, would be used
along each axis. It was also decided that only four
characters would be used in the scale values, including
the sign and decimal point, if present. If you don't
object to encroaching on the Y-axis and overlapping
more on the X-axis, the number of characters can
be easily changed. One line was allowed for the ti-
tle, the Y-axis legend, and the X-axis legend and scale
factors. The scale factors make the limit of four
characters in the scale values acceptable. However,
truncation occurs in some instances until a suitable
scale is selected. (Values = actual/s.f.)
Screen dump options.
The example plots shown thus far are all small, but
the Atari Epson Screen Dump II program, for ex-
ample, which was purchased from Computer Age
Software, Silver Springs, Maryland, will produce a
printout that substantially fills an 8V2 X 11 page (see
Figure 7). The plotting time is greater, however,
especially for the 960 dots/line mode. For the most
rapid plotting, one uses the 480 dots/line mode and
the small plot. With the Dump II program, another
option gives a white curve on a dark background.
Employment of Graph E's will allow you to pro-
duce useful graphs on your Atari — with only a small
expenditure of your time. □
'"49 Second Screen Dump," Compute's Second Boole of Atari, 1982.
2 "A BASIC Plotting Subroutine — Sophisticated Plotting with Your
MX-80," Lawrence J. Bregoli, B^te Magazine, March 1982, Vol. 7, No. 3.
3 "Mixing Atari Graphics Modes and 8," Douglas Crawford, Compute,
June 1981, issue 13.
ISSUE 21
ANALOG COMPUTING
PAGE 63
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PAGE 64
ANALOG COMPUTING
ISSUE 21
18 GRAPHICS 2: POSITION 4,1:? «6; "GRAPH
E'S ! !":REM Display PrograH Name
20 POSITION 5,3:? tt6; "FORMATTED" ! POSIT
ION 7,4:? «6;"PL0T": POSITION 6,5:? tt6;
"PROGRAM!"
30 FOR W=0 TO 1000: NEXT M
40 GRAPHICS
50 ? :? :? :? "Loading Machine Languag
e Routine."
60 DIM TEXTS (50), Y (401) .X (401) ,XTITLES
(40) , YTITLES (24) , PTITLES (40) , SPACES C40
) , TS (485 , YS (24) , XS (40) , YSS (3)
70 DIM 5PACEXS(48),SPACEYS(24) ,YSCL(28
) , H5CL (20) , U (20) , H (20) , SIGNYSCL (20) , SI
GNXSCL (20) , YIDXS (20) , XIDXS (20)
88 DIM ADS (4), HS (28) , A (3) , DUMS (3) , DUM1
S (3), AS (192)
98 TRAP 3748:0PEN tt5,8,8,"P :"
188 TRAP 3758:? 1*5
118 GOSUB 1528 .REM MACHINE LANGUAGE RO
UTINE TO DRAM GR. TEXT ON GR . 8 SCRE
EN.
128 GRAPHICS 8:? " Select array size,N
D. Large ND's give smoother curves, b
ut are tine consuming. "
138 ? " HD=18 (Useful to check
graph format.)":?
148 ? " ND=188 (A good starting
value)":?
158 ? " ND=468 (** MAXIMUM **)":?
168 ? :?
178 INPUT ND
188 ? "ND="jND:? :? :FOR W=8 TO 100SNE
XT M
190 GOSUB 1720: REM To set graph format
and select graph grid/tic arrangement
200 ? "CLEARING ARRAYS": FOR W=8 TO 380
SNEXT W:P=PEEK(559) :POKE 559,0:REM DMA
off
218 FOR K=8 TO 401 : X (K) =0 : V (K) =0 : NEXT
K:REM To clear out arrays.
220 POKE 559, P
230 GRAPHICS O:? :? ;? :? :? ;->
240 ? "Select plot by number.":?
250 ? " (i) Sine Wave"
260 ? " (2) Parabola"
270 ? " (3) Circle or ellipse"
280 ? " (4) Discrete Points"
290 ? " (5) Other (Your plot?)"
388 INPUT SELECT:? :? :? :? :^ :' ;->
318 ? "COMPUTING ARRAYS" :FOR W-0 TO 30
0.-NEXT M: P=PEEK (559) : POKE 559,0: REM DM
A Off
320 ON SELECT GOSUB 2920,2970,3030,389
0,3140
330 POKE 559,P:REM Enter title of plot
and axis legends. ^Alphanumeric or sy
mbolsl
340 GRAPHICS 8:? "Enter Title Of Plot
(48 characters or less)":IHPUT TS
358 ? "Enter y axis legend (23 charact
ers or less)": INPUT YS
368 ? "Enter x axis legend (26 charact
ers or less)":INPUT XS
378 SPACES="
■ I
388 SPACEXS="
■ I
398 SPACEYS="
480 REM Imbed titles in the middle of
centered blank strings.
410 SPACES (2O-LEN(TS)/2,20+LEN(TS)/2)=
TS
420 PTITLES=5PACES
438 SPACEXS (28-LEN (XS) /2 , 28+LEN (XS) /23
440 XTITLES=SPACEXS
458 SPACEYS(12-LEN(YS)/2,12+LEN(YS)/2)
=YS
468 YTITLES=5PACEYS
478 rem Choice of auto or manual scali
ng.
488 ? "D8 YOU WANT (A)UTO OR (M)ANUAL
5CALING)":IHPUT YSS
490 IF YSS="M" THEN 538
588 IF YSS="A" THEN GOSUB 3158
518 IF YSSO"A" THEN 488
528 GOTO 598
530 ? "ENTER MAXIMUM UALUE OF Y AXIS":
INPUT YMAX
540 ? "ENTER MINIMUM UALUE OF Y AXIS":
INPUT YMIN
558 ? "ENTER MAXIMUM UALUE 8F X AXIS":
INPUT XMAX
568 ? "ENTER MINIMUM UALUE OF X AXIS":
INPUT XMIN
570 MSDX=(XMAX-XMIN)/10:REM (M)ajor (S
)cale (D)ivision
580 M5DY=(YMAX-YMIN)/10
590 GRAPHICS 8+16
600 SETCOLOR 2,8,8
610 SETCOLOR 4,4,8
620 COLOR 1
630 ON GFMT GOSUB 1790,1968,2138,2388:
REM To draw axes and grid/tics.
648 REM Plot subroutine. For sequent i
al points only.
658 K=8
660 XPL0T=250* ( (X (K) -XMIN) / (XMAX-XMIN)
)+45
670 YPLOT-150-150*( (Y (K) -YMIN) / (YMAX-Y
MIN))+13
680 IF XPL0T<45 OR XPL0T>295 THEN XPLO
T=45
690 IF YPL0K13 OR YPL0T>163 THEN YPLO
T=163
788 PLOT XPLOT,YPLOT
718 FOR K=l TO ND
720 XPL0T=250* ( (X (K) -XMIN) / (XMAX-XMIN)
)+45
730 YPL0T=150-158* ( (Y (K) -YMIN) / (YMAX-Y
MIH))+13
748 IF XPL0K45 OR XPL0T>295 THEN 778
758 IF YPL0K13 OR YPL0T>163 THEN 770
760 DRANTO XPLOT,YPL0T
770 NEXT K
788 REM Print title subroutine
798 TEXTS=PTITLES:H=8:U=0
880 GOSUB 1690: REM Causes TEXTS to be
printed on screen G H,U.
818 REM Print x legend
828 TEXTS=XTITLE$:H=8:U=23
838 GOSUB 1698
848 REM Print y legend
858 FOR J=l TO LEN(YTITLES)
868 TEXTS=YTITLES(J, J) :H=8:U=J-1
878 GOSUB 1698
888 NEXT J
898 REM Print y scale.
988 FOR J=l TO 11
910 YSCL(J)=YMAX-(J-1)#MSDY
920 SIGNYSCL (J) =SGN (YSCL (J) 3 :REM Separ
ate sign and value.
930 YSCL(J)=ABS(YSCL(J))
940 H=2 : U (1) =1 : U (23 =3 : U (3) =5 : U (4) -7 : U (
5)=9:U(6)=11:U(7)=12:U(83=14:U(9)=16:U
(18)=18:U(ll)r28
958 IF J=l THEN G8SUB 2628: REM To sele
ct scaling factor, EX.
968 UnU(J)
978 IF EX<8 THEN YSCL (J3 =YSCL (J3*(INT (
(10*-EX)+O.0D) :GOTO 990
980 YSCL (J)-Y5CL(J)/INT((10AEX)+0. 013 :
REM TO ASSU RE M ULTIPLES OF 10
398 YIDXS = "QBOrj"
10OO IF J=6 THEN TEXTS::" ":GOTO 1050
1816 TEXTS=STRS (YSCL (J) ) : ADS="8888"
1828 REM Suppress 6 before decimal pt.
and reduce to 3 characters.
1838 IF VSCL(J)<1 THEN TEXTS (LEN (TEXTS
) +1) =ADS : TEXTS=TEXTS (2, 4)
1848 IF YSCL(J)>1 AND INT (YSCL (J33 -YSC
L(J)<>8 THEN TEXTS(LEN(TEXTS3+1)=ADS:T
EXTS=TEXTS(1,33
1858 IF TEXTS="888" THEN TEXTS=" 0"
1060 GOSUB 1690:REM Print YSCL(J)
1070 H=l:REM Print sign.
108O IF J=6 THEN TEXTS=" ":GOTO 1120
1890 IF SIGNYSCL (J)<8 THEN TEXTS="-" : G
OTO 1120
1100 TEXTS="+"
1110 IF YSCL (J) =0 THEN TEXTS=" "
1120 GOSUB 1690
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PAGE 66
ANALOG COMPUTING
ISSUE 21
1130 NEXT J
1140 H=0:v=23:REM Print yaxis scale fa
ctor .
1150 GOSUB 3520
1160 YIDXS CLEM CYIDXS) +15 =DUMS : TEXTS=YI
DXS
1170 G05UB 1690
1180 REM Print X scale.
1190 FOR J=l TO 11
1200 XSCLCJ)=XMAX-CJ-1)*MSDX
1210 5IGNXSCLCJ)=SGNCXSCLCJ)) :REM Sepa
rate sign and value.
1220 XSCLCJ)=ABSCXSCLCJ))
1230 IF INTCJ/2)-J/2=0 THEM V=22:G0T0
1250: REM IF J 15 EUEM THEM
1240 U=21
1250 HC11)=5:HC10)=8:HC9)=11:HC8)=14:H
C7) =18 : H C6) =21 : H C5) =24 : H f 45 =27 : H t3) =30
:HC2)=33:HC1)=37
1260 IF J=l THEM GOSUB 2770
1270 H=HCJ)
1280 IF EX<0 THEM XSCL CJ) =X5CL CJ)#CINT
< (10 A -EX) +0 . 01) J : GOTO 1300
1290 X5CL C J) =XSCL C J) /INT C C10*EX J +0 . 01)
1300 XIDHS^'OnEDi"
1310 REM
1320 TEXTS=STRSCX5CLCJ))
1330 REM 5ee 1020
1340 IF XSCLCJXl THEM TEXTS CLEN CTEXTS
) +1) =ADS : TEXTS=TEXTS C2 , 4)
1350 IF X5CLtJ)>l AND INT CX5CL CJ)) -X5C
LCJ)<>0 THEN TEXTS CLEN CTEXTS) +1)=ADS:T
EXTS=TEXTSC1.3)
1360 IF TEXT$="00O" THEN TEXTS="0 , ■
1370 GOSUB 1690:REM Print XSCLfJ)
1380 REM Print sign of x scl.
1390 HSCJ)=HCJ)-1:H=HSCJ)
1400 IF INTCJ/2)-J/2=0 THEN U=22:G0T0
1420
1410 V=21
1420 IF 5IGNX5CLCJX0 THEN TEXTS="-" : G
OTO 1450
1430 TEXTS="«+"
1440 IF XSCLCJ)=0 THEN TEXTS=" "
1450 GOSUB 1690
1460 NEXT J
1470 H=34:U=23:REM Print Xaxis scale f
actor.
1480 GOSUB 3520
1490 XIDXS CLEN CXIDXS) +1) =DUMS : TEXTS=XI
DXS
1500 GOSUB 1690
1510 GOTO 2470
1520 BYTES=166:REM M.L. SUBROUTINE
1530 ML=1620:REM LOCATED TO GIUE ROOM
FOR GRAPHIC DUMP PROGRAM.
1540 RESTORE 1610
1550 FOR 1=0 TO 165
1560 READ A
1576 POKE ML+I,A
1580 NEXT I
1590 RESTORE
1600 RETURN
1610 DATA 104,201,4,240,9,170,240,5,10
4,104,202,208,251,96,104,133,215,104,1
33,214,104,104,168
1620 DATA 104,133,217,104,133,216,104,
104,240,236,133,212,24,165,214,101,88,
133,214,165,89
1630 DATA 101,215,133,215,152,240,15,1
65,214,105,64,133,214,165,215,105,1,13
3,215,136,208,241
1640 DATA 132,221,160,0,132,228,177,21
6,160,0,170,16,1,136,132,213,138,41,96
,208,4,169,64
1650 DATA 16,14,201,32,208,4,169,0,16,
6,201,64,208,2,169,32,133,218,138,41,3
1,5,218,133,218
1660 DATA 169,0,162,3,6,218,42,202,208
,250,109,244,2,133,219,164,221,177,218
,69,213,164,220,145,214
1670 DATA 200,132,220,196,212,208,182,
24,165,214,105,40,133,214,144,2,230,21
5,230,221,169,8
1680 DATA 197,221,208,159,96
1690 A=U5R CML,H,U, ADR CTEXTS) .LEN CTEXTS
)):REM H=HORIZ. LOC . OF TEXTS IN GR.
COORD., V=VERT. LOC.
1700 TEXTS="
■ I
1710 RETURN
1720 GRAPHICS 0:? "Select graph format
from the following:":?
1730 ? " CI) Tic narks only":?
1740 ? " C2) Coarse grid with tic
Harks":?
1750 ? " C3) Fine grid":?
1760 ? " C4) Fine grid with double
weight Major scale
divisions":?
1770 INPUT GFMT
1780 RETURN
1790 PLOT 45,163:DRAMT0 45,13:REM Axes
with tic Marks only.
180O PLOT 37,88:DRAHT0 45,88:REH At oh
itted yscl value.
1810 PLOT 45,163:DRAHT0 295,163
1820 REM :GRID
1830 FOR YTL=13 TO 163 STEP 15: REM CY)
CT)IC CDARGE
1840 PLOT 42,YTL:DRANT0 50,YTL
1850 NEXT YTL
1860 FOR YTS=16 TO 160 STEP 3:REM CY)
CT)IC CS)MALL
1870 PLOT 45,YTS:DRAHT0 50,YTS
I860 MEXT YT5
1890 FOR XTL=45 TO 295 STEP 25:REM CX)
CT)IC CDARGE
1900 PLOT XTL,166:DRAHT0 XTL,158
1910 NEXT XTL
1920 FOR XTS=45 TO 295 STEP 5: REM CX)
CT)IC CS)MALL
1930 PLOT XTS,163:DRAMT0 XTS,158
1940 NEXT XTS
1950 RETURN
1960 PLOT 45,163:DRAHT0 45,13:REM Axes
with coarse grid and tic Marks.
1970 PLOT 37,88:DRAHT0 45,88:REM At DM
itted yscl value.
1980 PLOT 45,163:DRAHT0 295,163
1990 REM :GRID
200O FOR YTL=13 TO 163 STEP 15: REM CY)
CT)IC CDARGE
2010 PLOT 42,YTL:DRAHT0 295, YTL
2820 NEXT YTL
2030 FOR YTS=16 TO 160 STEP 3:REM CY)
CT)IC CS)MALL
2040 PLOT 45,YTS:DRAHT0 50,YTS
2050 NEXT YTS
2060 FOR XTL=45 TO 295 STEP 25: REM CX)
CT)IC CDARGE
2070 PLOT XTL,166:DRAHT0 XTL, 13
2080 NEXT XTL
2890 FOR XTS=45 TO 295 STEP 5: REM CX)
CT)IC CS)MALL
2100 PLOT XTS,163:DRAHT0 XTS, 158
2110 NEXT XTS
2120 RETURN
2130 PLOT 45,163:DRAHT0 45,13:REM Fine
grid.
2140 PLOT 37,88:DRAMT0 45,88:REM At OM
itted yscl value.
2150 PLOT 45,163:DRAMT0 295,163
2160 REM :GRID
2170 FOR YTL=13 TO 163 STEP 15: REM CY)
CT)IC CDARGE
2180 PLOT 42,YTL.-DRAHT0 295, YTL
2190 NEXT YTL
2200 FOR YTS=16 TO 160 STEP 3: REM CY)
CT)IC C S) MALL
2210 PLOT 45,YTS:DRAHT0 295, YTS
2220 NEXT YTS
2230 FOR XTL=45 TO 295 STEP 25: REM CX)
CT)IC CDARGE
2240 PLOT XTL,166:DRAHT0 XTL, 13
2250 NEXT XTL
2260 FOR XTS=45 TO 295 STEP 5: REM CX)
CT)IC (5) MALL
2270 PLOT XTS,163.-DRAMT0 XTS, 13
2280 NEXT XTS
2290 RETURN
230O PLOT 45,163:DRAHT0 45,13:PL0T 44,
163:DRAMT0 44,13:REM DOUBLE WEIGHT LIN
2310 PLOT 37,88:DRAMT0 45,88:REH At OH
itted yscl value.
ISSUE 21
ANALOG COMPUTING
PAGE 67
2326 PLOT 45, 163 :DR AUTO 295,163:PL0T 4
5,164:DRAHT0 235,164
2330 REM SGRID
2340 FOR YTL=13 TO 163 STEP 15:REM CY)
CT1IC CDARGE
2350 PLOT 42,YTL:DRAUT0 295,YTL:PL0T 4
5,YTL+1:DRAHT0 295, YTL+1 : REM DOUBLE HE
IGHT LINES.
2360 NEXT YTL
2370 FOR YTS=16 TO 160 STEP 3:REM CY)
CT)IC CS)MALL
2380 PLOT 45,YTS:DRAWT0 295, YTS
2390 NEXT YTS
2400 FOR XTL=45 TO 295 STEP 25: REM tXJ
ITJIC (LJARGE
2410 PLOT XTL,166:DRAHT0 XTL,13:PL0T X
TL-I,163:DRAWT0 XTL-1,13
2420 NEXT XTL
2430 FOR XTS=45 TO 295 STEP 5:REM CXJ
CT)IC CS)MALL
2440 PLOT XTS,163:DRAHT0 XTS,13
2450 NEXT XT5
2460 RETURN
2470 REM Returns here frow 2520 to sup
press "READY" proHpt until finished wi
th display.
2480 REM "OPTION" key provides the opt
ions shown in 2550 to 2600
2490 POKE 53279, 8 : P=PEEK C53279) :REM RE
AD CONSOLE KEYS.
2500 IF P=3 THEN 2530: REM "OPTION" byp
asses hard copy.
2510 IF P-6 THEN GOSUB 3620: REM "START
" activates 49 sec. screen dunp.
2520 GOTO 2470
2530 GRAPHICS
2540 ? "Choose option":?
2550 ? " CD New plot?":?
2560 ? " (2) New plot, current ND":?
2570 ? " C3) New plot, current ND an
d grid forHat":?
2580 ? " C4) Current plot, new title
s and scales":?
2590 ? " (5) Current plot, new scale
s":?
2680 ? " (6) Exit ":?
2610 INPUT CHSE:0N CH5E GOTO 120,188,2
00,330,470,3460
2620 REM To scale y axis values to red
uce nunber of digits.
2630 IF YSCLCD>=1 AND YSCLCD<=100 TH
EN EX=0:G0T0 2760
2640 IF YSCL(1)>100 THEN 2660
2650 GOTO 2700
2660 FOR EX=1 TO 18
2670 YPR1=YSCLCD/INTC(10 A EX)+0.OD
2688 IF YPRK108 AND YPR1>1 THEN 2760
2690 NEXT EX
2780 IF YSCLClXi THEN 2720
271© GOTO 2760
2720 FOR EX=-1 TO -10 STEP -1
2730 YPR1=YSCL(D*(INT((1O A -EX)+O.0D)
2746 IF YPRK180 AND YPR1>1 THEN 2768
2750 NEXT EX
2760 RETURN
2770 REM To scale X axis values to red
uce nuHber of digits.
2780 IF XSCL(D>=1 AND XSCL CD<=1O0 TH
EN EX=0:G0T0 2918
2790 IF XSCL(1)>10O THEN 2818
280O GOTO 2858
2810 FOR EX=1 TO 10
2820 XPR1=XSCL CD /INT C C10 A EX) +0 . 01)
2830 IF XPRK100 AND XPR1>1 THEN GOTO
2910
2840 NEXT EX
2858 IF XSCLC1X1 THEN 2870
2860 GOTO 2910
2870 FOR EX=~1 TO -10 STEP -1
2880 XPR1=XSCL CD* (INT ( C10 A -EX) +0 . 01) )
2890 IF XPRK100 AND XPR1>1 THEN GOTO
2910
2900 NEXT EX
2910 RETURN
2920 REM Sine Curve
2930 FOR 1=0 TO ND
2940 XCI)=3*3.1416*CI/ND) : Y CI) =SIN CX CI
))
2950 NEXT I
2960 RETURN
2976 REM Parabola
2988 FOR 1=8 TO ND
2990 XCI)=I/CO.i*ND)
3000 YCI)=XCI) A 2
3010 NEXT I
3020 RETURN
3030 REM Circle or ellipse
3040 FOR 1=0 TO ND
3050 THETA=C2*3.1416#I)/ND
3860 H(I)=COSCTHETA) : Y (I) =SIN CTHETA) /O
.72
3070 NEXT I
3080 RETURN
3090 REM Discrete Points
3100 RESTORE 3120
3110 ND=9:F0R J=0 TO ND:READ DUM1,DUM2
:X(J)=DUM1:Y(J)=DUM2:ND=J:NEXT J
3120 DATA 0,7,10,25,15,30,30,50,40,60,
50,80,70,28,80,32,90,70,100,100
3130 RETURN
3140 REM Your Selection
3150 REM Auto scaling subroutines
3160 YMIN=Y CO) : XMIN=X CO) : YMAX=Y CO) : XMA
X=XCO)
3170 FOR 1=1 TO ND
3188 IF YCI)>YMAX THEN YMAX=YCI)
3190 IF YCIXYMIN THEN YMIN=YCI)
3200 IF X(I)>XMAX THEN XMAX=X(I)
3210 IF XCIXXMIN THEN XMIN=X(I)
3220 NEXT I
3230 ? "YMAX=";YMAX;" YMIN="; YMIN,"" XM
AX=";XMAX;" XMIN=";XMIN
3240 RESTORE 3450
3250 MSDY=(YMAX-YMIN)/10
3260 FOR I=-2 TO 4
3270 FOR K=l TO 3: READ J
3280 IF MSDY<INT(iO0*J*10 A (I)+0.5)/i00
THEN MSDY=INT C1OO*J*10 A CI) +8 . 5) /188 : G
OTO 3300
3290 NEXT K:REST0RE 3450:NEXT I
3300 FOR 1=1 TO -10 STEP -1
3310 IF CYMAX<=I*MSDY)*CYMAX>I*MSDY-0.
99999*MSDY) THEN YMAX=I*MSDY
3320 NEXT I
3330 YMIN=YMAX-10*MSDY
3340 RESTORE 3450
3350 MSDX=CXMAX~XMIN)/IO
3360 FOR I=-2 TO 4
3370 FOR K=l TO 3: READ J
3380 IF MSDX<=INTC100*J*10 A CI)+O.5)/10
THEN MSDX=INTC1O0*J*1O A CI)+O.5)/108:
GOTO 3400
3390 NEXT K:REST0RE 3450:NEXT I
3400 FOR I=10 TO -10 STEP -1
3410 IF CXMAX<=I*MSDX)*CXMAX>I*MSDX-0.
99999*MSDX) THEN XMAX=I*MSDX
3420 NEXT I
3430 XMIN=XMAX-10*M5DX
3440 RETURN
3450 DATA 1,2,5
3460 GRAPHICS 2:REM Closing display.
3470 POSITION 0,5
3480 ? H6;"5EE YOU NEXT SESSION
3490 FOR W=0 TO 100: NEXT M
3500 GRAPHICS O
3510 END
3520 REM Inverse scale factor.
3530 DUMS=" ,, :DUMlS=" ,,
3540 DUM$=STRSCEX)
3550 FOR J=l TO LEN CDUMS)
3560 A(J)=ASCCDUMSCJ, J))
3570 ACJ)=ACJ)+128
3588 DUMlSCJ, J)=CHRSCACJ))
3590 NEXT J
3600 DUMS=DUM1S
3610 RETURN
3620 RESTORE 3710:F0R B=l TO 61:READ N
:P0KE 1535+B,N:NEXT B : DM=PEEK C88) +PEEK
C89)*256:DM=DM+40*191
3630 REM THIS IS 49 SEC. SCREEN DUMP P
ROGRAM. POKE IN M/L PROGRAM AND SET UP
DISPLAY MEMORY POINTER
3640 TRAP 3740
3650 ? tt5;CHRSC27);"A";CHRSC8) :FOR X=D
M TO DM+39
PAGE 68
ANALOG COMPUTING
ISSUE 21
presents
potOTGG vme
a GRAPHICS 7+ utility that handles..
KOALA! ATARI TOUCH-TABLET!
B/GRAPH! MICROPAINTER!
or ANY 62 sector GR.8 or 7+ picture!
OTHER FEATURES INCLUDE:
TEXT OVERLAY IN FIVE HEIGHTS!
in 4 colors using any character set!
INSTANT BORDERS! "PICTURE MOVE"!
COLOR EDITOR! RESIDENT DISK HANDLER!
MACHINE LANGUAGE! AND MORE!!
PRINTER DUMPS IN FOUR SIZES!!
From wallet photo to 8X14 in. posters!
ON ANY GRAPHICS CAPABLE PRINTER!*
SAVE FORMATS:
KOALA/TOUCH-TABLET/MI CROPA INTER!
convert one Format to the other!
use your masterpiece anywhere!
BASIC/MACHINE LANGUAGE LOADER PROVIDED!!
U-8K DISK. .. just $29.95 POST-PAID !
nmnmmmnu
t LISTER PLUS t
FEHTUPinc TYPE-n-LiriE
Lists programs op text files in
38 coluw or full line format!
-> Prints ALL characters and HJEEuTE in f
THREE widths uiih* AWY character jetf!
11 fonts provided or use one of your own!
Dump GR. 8 or 7+ screens in FOUR sues'"
HMKS ON MY GRAPHICS CAPABLE FBIHIEH!!*
Includes TWE-flillfE, a tiny editor that
Mixes fonts and widths on the sane page!
Save the page on disx to reprint ahyt'iKe!
?e<iflflM)iofia eTHiqq M3V3
Prihtt farit tablet ih THREE for Mats'
Keep track of your gaw characters!
4SK DISK. . .9NLY $13.95 pott-paid??
OUftlLflBLE NOH! CHECK OR HOMEY ORDER TO:
non-Stan6AR6 TTlaQIC!
P.O. BOX 45
GIRARD, OHIO 44420
Ohio residents .ldd SZ sales tax
DEALER INQUIRIES INVITED!!
•printer must be capable of minimum 960 bit qraphics columns anil [>u
able to issue variable line feeds. Not conpatable with ARE-FAfC interfaces
KOALA/ATARI TnUfll-TABLrT/HICROPAIMER/B/KfiAPM/APC-FACC in' trademarks of
respectiwly-KOALA TECIt INC. /ATARI ItlC./OATAMfT/ INHOHE/OIGITAL DEVlCfs'
CIRCLE #132 ON READER SERVICE CARD
3660 REM SET LINE SPACING AND HAKE LOO
P
3670 AS=CHRS<0) : AS C192J =CHRS CO) : AS<2}-
A$
3680 M=USRC1536,X,ADRCAS)) :LPRINT CHRS
C27 J ; "K" ; CHRS C192J ; CHRS (0 J ; AS
3690 REM PASS BOTH VALUES TO M/L PROGR
AM AND PRINT STRING
3700 NEXT X
3710 DATA 104,104,141,21,6,104,141,20,
6,104,141,27,6,104,141,26,6,160,193,17
3,255,255,136,240,35,141,255,255,238
3720 DATA 26,6,240,21,173,20,6,56,233,
40,141,20,6,144,4,24,76,19,6,206,21,6,
76,19,6,238,27,6,76,33,6,96
3730 RETURN
3740 OPEN ttl,4,0,"K:"
3750 ? "Please turn printer on!!"
3760 ? :? :? :? "Press any key to cont
inue.":? s? s*
3770 GET IU,A
3780 IF A<>255 THEN 100
3790 CLOSE 111
CHECKSUM DATA
(see page 27)
10 DATA 350,27,508,158,49,236,278,439,
435,275,624,542,637,840,223,5621
160 DATA 240,847,64,83,154,314,875,575
,380,399,261,943,844,167,702,6848
310 DATA 785,81,654,164,181,181,426,48
9,534,6,909,629,799,938,816,7592
460 DATA 948,230,404,826,780,101,732,6
32,637,635,640,206,232,246,461,7710
610 DATA 470,487,101,755,226,559,11,71
9,959,129,246,549,1,32,20,5264
760 DATA 443,765,493,773,328,898,625,8
34,900,683,231,846,768,826,131,9536
910 DATA 668,203,328,264,849,620,522,9
88,184,348,294,642,840,547,277,7574
106O DATA 582,816,349,8,687,853,964,49
3,501,946,197,969,662,345,986,9350
1210 DATA 292,454,94,209,951,357,371,3
0,720,14,285,382,205,849,554,5687
1360 DATA 284,591,701,213,33,212,15,69
9,864,976,505,35,958,204,974,7264
1510 DATA 733,942,520,189,616,400,351,
507,61,797,732,244,529,8,520,7149
1660 DATA 146,454,338,238,815,801,82,6
46 , 150 , 763 , 888 , 164 , 868 , 913, 526 , 7732
1810 DATA 29,907,706,159,107,202,186,1
24,732,261,103,228,283,120,811,4958
I960 DATA 96,536,39,917,268,484,82,177
,161,99,767,381,85,210,258,4420
2110 DATA 95,786,976,511,14,892,278,41
4,92,180,441,102,710,384,88,5963
!U°-£? TA 213,406,105, 796,231,514,252,
895,281,624,95,190,451,112,713,5878
2410 DATA 104,91,216,409,108,799,134,5
56,947,9,502,736,62,177,398,5248
2560 DATA 553,439,389,710,53,263,430,8
69,314,731,619,355,832,744,286,7587
2710 DATA 742,666,519,831,743,808,372,
876 , 313 , 743 , 620 , 352 , 336 , 745 , 310 , 8976
2860 DATA 742,674,523,342,744,809,313,
468,907,518,814,827,473,322,269,8745
3010 DATA 489,785,475,444,64,133,495,7
91,343,180,374,947,789,996,57,7362
H*j°. S0 T 5 755 ' 451 ' 213 I Zle ! 200 » «7 > 496 ,
144 , 196 , 255 , 274 , 109 , 826 , 439 , 310 , 5075
!2I e .?5™ 628,499,341,199,253,277,112,
338,442,582,618,502,338,799,868,6796
3460 DATA 867,233,507,386,61,273,176,5
£7,530,476,42, 201, 35, 515, 67, 4946
f 6 l 8 < .£5 T ^?°lA? 55 ^239, 706,617, 326,606,
116,963,554,576,662,807,471,445,8845
3760 DATA 576,863,691,887,3017
THE GAME YOU CAN GET
TT
gypt was the home of the Pyramids, wait until you get
home with Lost Tomb™
Far more than mere chambers of wonder, these chambers are filled with
horror. Poisonous scorpions, screeching bats and terrifying mummies. And in the
timeless tradition of the most daring expeditions, you'll pack a pistol, plenty of ammo
and a whip to crack the curse of the pyramids. Earthquakes rumble along
cavernous passageways. Walls crumble and crackle with gunfire. Your mission is
to make it through all 91 chambers and 13 levels. And then make off with
the loot. The only things we can't give you are the things you'll need most.
Cool reflexes, uncanny instincts and the courage to use them.
Lost Tomb™ Can you unravel the mystery?
Available now for Atari, Commodore 64, Apple
II series and IBM PC and PC/JR. Suggested retail
price $29.95. Check with your local home computer
software retailer for Lost Tomb™ and to learn of
other great programs from Datasoft® send for a
free consumer catalog.
By
Datasoft is a registered trademark of Datasoft, Inc.
Lost Tbmb is a trademark of Stern' Electronics.
© 1984 Datasoft, Inc.'
Dabjsoff
1980S Nordhoff Place, Chatsworth, CA 91311 Phone (818) 701-5161
CIRCLE #133 ON READER SERVICE CARD
GIVE YOUR KIDS
A LESSON THEY'LL NEVER FORGET.
When kids have fun and learn at the
same time, they're more likely to remember
more of what they've learned. What's more,
when they associate the two together—
learning becomes an enjoyable activity. So
they'll do more of it.
That's the basic principle behind the
Learning Fun Series from EPYX.
IUN WITH MUSIC. PARENTS TAKE NOTE.
Fun with Music™ is designed to appeal
to both you and your children. It comes with
a songbook and has two modes of play. In
the first mode, you can enter songs from the
songbook — or compose your own. Then
f* as S5Wk
fwv / I \>>
I
play the songs back, adding or removing
notes and changing tempo or key. Your com-
puter is like a musical instrument with
memory, and you see every note of it dis-
played on your screen.
The second mode lets you play your
song in a fun-filled action
game. You control a drum
major trying to touch the
notes before a small but
pesky poodle catches up
to him and slows down
the parade.
Either way, Fun with
Music gives you and your
whole family the perfect
mix of learning and play.
FUN WITH ART. JUST PICTURE IT.
Creating art on the video screen is one
of the newest forms of "high-tech" play for
kids. And adults, for that matter. Plus there's
nothing to clean up afterwards.
Fun with Art™ uses the computer and
joystick to transform your TV screen into
an artist's canvas with astonishing results.
128 colors, numerous brush strokes, all
kinds of geometric shapes, and special fill-in
and magnifying options are some of the
24 different modes and features available to
create works of art never before possible.
Fun with Art brings out the artist in
you, no matter what your age!
MORE LEARNING FUN ON THE WAY.
These two are the first of an extensive
series of Learning Fun games we have
planned. Look for these, as well as other
EPYX titles, wherever computer software
is sold.
LEARNING FUN SERIES.
CIRCLE #134 ON READER SERVICE CARD
ISSUE 21
ANALOG COMPUTING
PAGE 71
CUT & PASTE
ELECTRONIC ARTS
2775 Campus Drive
San Mateo, CA 94403
(415) 571-7171
48K $50.00
by Arthur Leyenberger
Cut & Paste from Electronic Arts is the newest
word processor for the Atari computer. Originally
released for the Commodore computer, the addition
of this word processor brings the total of commercial
word processors for the Atari up to eight. Let's take
a closer look at what this word processor can do for
you, and how it compares to the competition.
The user interface is probably Cut & Paste's
strongest feature. There is virtually no way you are
going to kill a document if you really do not want
to. We are talking user friendly here. I was able to
start typing this review using the program as soon
as I put the disk in the drive.
Using it.
Two disks come with the package: a program disk
and a document disk. Once the program disk is
booted up, the program politely asks you to insert its
document disk, and you are then ready to begin.
The first decision you have to make is to either
LOAD an existing document (file) or to create a new
one. The top of the screen displays all of the docu-
ment names currently on the disk. To choose an
existing document, the cursor is positioned over the
name with the cursor control keys. Then the ESCAPE
and RETURN keys are pressed. The file is LOADed,
and you may begin typing or editing.
Like most word processors, Cut & Paste features
an automatic word wrap. You are always in insert
mode, which means that, as text is entered, all of
the text to the right and below is moved out of the
way. Some word processors give you the option of
using either an insert or overwrite mode. Insert
mode is generally preferred, because you cannot acci-
dentally type over existing text. But overwrite mode
is useful when selected portions of your text have to
be changed. Cut & Paste has no overwrite mode
per se — although, if you first mark your text, you
can overwrite that particular portion of the text.
Various program functions are selected from a
scrolling menu bar at the bottom of the screen.
The menu is scrolled by using the arrow keys and
pressing RETURN to activate the selection. If you
want to delete a sentence, for example, you would
move the cursor to the beginning of the sentence,
press CONTROL -A to indicate (mark) the beginning
of the deletion, and use the arrow keys to move the
cursor to the end of the sentence. Then you press
ESCAPE to enable the bottom function menu, and
use the cursor control keys to move the cursor to
cut. Finally, you press RETURN, and the text is de-
leted. To get back into the edit mode, you press ES-
CAPE again.
This is a rather cumbersome procedure for anything
less than a couple of sentences. It has to be used, be-
cause the program does not allow the usual Atari
editing function of CONTROL-DELETE to delete
text to the right of the cursor. Another approach to
deleting a sentence is to first move the cursor to the
end of the sentence and press the DELETE key. This
deletes text to the left as the cursor moves left.
CONTROL-S and CONTROL-E move the cursor
to the start and end of the document, respectively.
The cursor control keys allow you to move up, down,
left and right within the text. Unfortunately, there
are no features that allow you to easily and quickly
move to the start or end of a line.
Home management software from Electronic Arts:
Cut & Paste.
by TSm Mott,Steve Hayes,
Norm Lane.David Maynard, Jerry Morrison,
Steve Shaw and Dun Silva.
Until quite recently we used pens and paper and typewriters to write with, mostly because we knew
koto to use them. They're goofl tools, but rather slow and cumbersome. You tend to make mistakes
with them, and j^ctt ing rid of those mistakes makes extra work. Cut & Pa.sU> is an inexpensive and
practical alternative. Because you can learn to use it in several minutes, you really will use it.
And that fact alone may make if Clio first sensible word processor for the home.
Cut & Paste.
Other options at the bottom of the screen during
the editing session are: SAVE, PRINT, CATALOG,
CUT, PASTE, INDENT, UNINDENT and BUFFER.
When each of these menu items is selected, easy to
understand secondary menus appear. For example, if
you selected SAVE, you would have the choice of
saving the text under the existing filename, a new
filename or not to save at all. If you choose to save
the text as the original filename, C&P just does it.
Selecting SAVE-NEW first displays a catalog of the
disk contents and then asks for a filename. If it already
exists, you cannot use that name. DON'T SAVE al-
lows you to gracefully return to the edit mode.
PAGE 72
ANALOG COMPUTING
ISSUE 21
One nice touch to Cut & Paste is that filenames
can be up to twelve characters long. Letters or num-
bers may be used in any order. Upper and lower case
and spaces may also be used. This makes for more
clarity in naming documents, since you do not have
to abbreviate the name to only eight characters.
The PRINT option allows you to print your docu-
ment to your printer after first specifying several
pieces of information. A one-line, 38-character head
may be placed at the top of each page. You can also
print page numbers, beginning with any number you
like. Other print options include selecting top, bot-
tom, left and right margins. These margin settings
are specified in inches rather than characters — since
most of us are more familiar with inches than char-
acters — another useful touch.
Up to three sets of printer characteristics may be
specified. These settings may then be saved for fu-
ture use. You can also select double- or single-spaced
output, single or continuous sheets and number of
copies.
The CATALOG menu selection displays the name
of the disk files at the top of the screen but not the
size of the files. You can then perform assorted disk
operations. Options include disk copying and format-
ting, file loading, renaming and deleting, and disk
drive selection (drive 1 or drive 2). As usual, the menu
is scrolled until the cursor indicates the selection,
and then the RETURN key is pressed.
The CUT and PASTE options are really the heart
of the program. These two options allow you to take
a portion of your document and either pick it up and
move it to another location, or delete it altogether.
The technique used to perform this magic is straight-
forward but may take you a few tries to get down.
The text is first marked by anchoring the cursor at
the starting point and then moving it with the arrow
keys to highlight the rest of the text. Then you can
either press CONTROL-C directly or press ESCAPE
to enable the menu and select CUT. The text that is
cut disappears and is stored in the buffer (a temporary
storage area), where it can subsequently be PASTEd
anywhere in the document. If you CUT another sec-
tion of text, the previous buffer contents are lost.
Bottom line.
I am generally disappointed with Cut & Paste. On
one hand, it is very easy to use. Flipping between the
edit and various command menu modes was easier
and faster than with the Bank Street Writer (the
main competitor at this price). The built-in fail-safe
features ensure that you will not destroy any text be-
fore its time.
On the other hand, Cut & Paste just does not have
enough features to make it a serious choice for anyone
doing more than writing an occasional letter. Features
such as right justification, underlining, searching and
replacing are not available. And you can forget about
superscripts and subscripts. Even such basic features
as selecting the font of the printer (bypassing printer
control codes) and centering text cannot be accom-
plished.
To top off the list of non-features, the files created
by Cut & Paste are not Atari DOS compatible files.
This means you will be unable to use a spelling check-
ing program or pass files to and from another word
processor. Also, the documentation is weak, contain-
ing no index and little meaty information.
Electronic Arts is a state-of-the-art software com-
pany that has, until now, delivered excellent products
with superb packaging. The quality was there, and
the price was right. I don't know what went wrong
with their design of Cut & Paste, but I suspect that
they wanted to rush the product to market. In doing
so, they have marketed a less than "No -Frills" word
processor that provides few features and little value.
Other word processors I have used in this price cate-
gory have more features than Cut & Paste.
Even the slickest manuals and state-of-the-art ad-
vertising cannot help this product. I guess, with the
winning track record that Electronic Arts has demon-
strated, one flop is to be tolerated. However, I am
embarrassed for Electronic Arts, because Cut & Paste
is, frankly, a turkey. □
WANT
TO
SUBSCRIBE?
It's worth it.
CALL TOLL FREE
1-800-345-8112
In Pennsylvania
1-800-662-2444
ISSUE 21
ANALOG COMPUTING
PAGE 73
RENT Jll BUY
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Sorcerer (D) $42
Boulder Dash (D) $22
Saigon, Final Days (C) . . . . $22
Dunzhin (C/D) $27
Kaiv (C/D) $27
Drol (D) $29
Heracles (C/D) $33
Mr. Robot (D) $29
MMG Data Manager $45
MMG Mail List $35
MMG Form Letter $25
MMG General Ledger $79
MMG Payroll Program .... $79
MMG Inventory Control . . . $79
MMG Accounts Payable . . . $79
MMG Accounts Rec'ble . . . $79
Seven Cities of Gold $42
SPECIALS
EPYX
King Arthurs Heir (D) . . .
Crush, Crumble, Chomp (D)
Invasion Orion (D) . .
Datestones of Ryn (D)
Dragons Eye (D) . . .
Star Warrior (D) (C) .
Temple of Apshai (D)
Rescue at Rigel (D) (C)
Ricochet (C)
$ 9
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COSMI
Crypts of Plumbous (D) (C) $3.49
Spider Invasions (D) (C) . . $3.49
Galactic Avenger (D) (C). . $3.49
Aztec Challenge (D) (C) . . $3.49
Many more as low as $3.49
Call toll-free outside Texas: 1—800—433-2938
- Inside Texas call : 81 7—292-7396
WEDGWOOD RENTAL
5316 Woodway Drive
Fort Worth, Texas 76133
CIRCLE #135 ON READER SERVICE CARD
MASTER PAINTER
FUN FOR THE ENTIRE FAMILY
If you are a preschooler, a Phd or anywhere in between, you will enjoy
becoming an artist using MASTER PAINTER. Display up to 22 shades
from just 4 colors. Hi-Resolution (160x192) just like graphics type 15.
Will run on any 800,400 or xl series with or without the GITA chip. Re-
quires 48k of RAM. 35 powerful single keystroke commands allowthe
user to easily create colorful paintings. Software is provided so that you
can easily use your paintings in your own basic programs.
$39.95 for disk. $34.95 for tape.
MASTER FONT
An efficient and easy to use character editor. Edits up to 4 characters at
a time. Display new characters in graphics 0, 1, 2 or their four color
counterparts. Nine screens allows you to design animation'sequences
and actually see what the animation looks like. The, program is com-
pletely menu driven. Character sets may be saved to tape or disk. Soft-
ware is provided so that the character sets can be used in your own
basic programs.
$24.95 for disk, 19.95 for tape.
MASTER TEK
Master Tek — Finally, a tektronix terminal emulator for the ATARI, with
tektronix 4010 capabilities. Also allows the uploading and downloading
of files to and from a host computer. Includes screen dump to graphics
printers. A disk drive and 48k of RAM are required
$9,95 (disk on, y) . D|SKCRAM
WHY WASTE VALUABLE DISKS?
DISKCRAM is here at last! A powerful set of utilities capable of storing
up to 10 single stage boot tapes, boot disks or binary files on 1 disk.
DISKCRAM disks will run most binary files without DOS. FAST ! ! The
menu on disks created with these utilities will be on-screen in less than3
seconds. Boot tapes may also be created, even from binary files. Re-
quires 48k of RAM and basic cartridge.
$39.95 (disk only).
from FUTURE TECH SYSTEMS
123 THE MEADOWS
APOLLO, PA 15613
Phone (412) 639-9560
MASTER CHARGE and VISA accepted
Pa. residents add 6% sales tax. Dealer inquires invited
Atari and Tektronix are registered trademarks.
CIRCLE #136 ON READER SERVICE CARD
Attention Programmers!
ANALOG Computing is interested in programs, articles, and software review submis-
sions dealing with the Atari home computers. If you feel that you can write as well as you
can program, then submit those articles and reviews that have been floating around in your
head, awaiting publication. This is your opportunity to share your knowledge with the growing
family of Atari computer owners.
ANALOG pays between $30.00-$360.00 for all articles. All submissions for publication
must be typed, upper and lower case with double spacing. Program listings should be pro-
vided in printed form, and on cassette or disk. By submitting articles to ANALOG Com-
puting, authors acknowledge that such materials, upon acceptance for publication, become
the exclusive property of ANALOG. If not accepted for publication, the articles and/or pro-
grams will remain the property of the author. If submissions are to be returned, please supply
a self-addressed, stamped envelope. All submissions of any kind must be accompanied
by the author's full address and telephone number.
Send programs to:
Editor, ANALOG Computing, P.O. Box 23, Worcester, MA 01603.
FOR
ALL
ATARI COMPUTERS
BEST SELLERS FROM
THE PROGRAMMERS WORKSHOP
TWO DRIVES FOR
THE PRICE OF ONE
THE
ASTRA
1620
MORE DISK DRIVE FOR YOUR MONEY ...
In fact, with the ASTRA 1620, you get two superb Disk
Drives for the price of one. The ASTRA 1620 is Single
or Double Density (software selectable) and completely
compatible with ATARI DOS or OSA + DOS. When
used as Double Density, the ASTRA 1620 has the
same capacity as Four ATARI 810® Disk Drives.
•k Satisfaction Guaranteed *
INCLUDED: at no extra charge
One Copy of Home Writer and One Copy of Smart DOS.
THE HOME WRITER $39.00
The HOME WRITER is an easy to use word proces-
sor which includes a carefully selected group of func-
tions that are at your disposal immediately. The func-
tions are as follows: SAVE, LOAD, REVIEW, PRINT-
OUT, or EDIT. All the popular editting features avail-
able on the ATARI Home Computer in direct prog-
ramming mode are also available with HOME WRIT-
ER. You may also search for phrases or strings, load
off of either disk or cassette, and number pages auto-
matically. Unlike other small word processing pro-
grams, HOME WRITER does not wrap-around when
at the end of a line. Right and left margin justification
is available for any type parallel printer. 48K.
FILING SYSTEM $39.00
FILING SYSTEM allows the user to configure any
type of data file imaginable. Examples are recipe
cards, mail lists, reminders for birthdays, check-ups,
etc., complete inventories (home and business),
personnel files, customer call-ups, price list, and
much, much more. You may retrieve data using any
field or combination of fields. Files also may be
saved, sorted, and printed in a preset format that you
configure. Uses either a single or a double density
disk drive. Three preconfigured files are included - a
Mailing List, a Price List, and a Household Inventory.
24K minimum. Now in double density.
THE PROGRAMMERS WORKSHOP
5230 Clark Ave., Suite 19
Lakewood, CA 90712
(213) 920-8809
DESK SET $39.00
DESK SET is a perpetual calendar, an appointment
calendar and also a card file. The perpetual calendar
is a calendar of every month, past, present or future.
The appointment calendar allows up to 15 entries to
be made each day. The card file is a mail list program
which holds up to 200 addresses. The printing format
of card file includes continuous lists, labels or en-
velopes. Files can be printed; all the files from one file
number to another; by zip code; by state or by
selected files. DESK SET is an easy way to organize
your life. 40K
FINANCIAL CALCULATOR $29.00
The program answers virtually any questions con-
cerning the cost of money, loans, and interest earned
on savings, loans and investments. Plus, this pro-
gram will give a complete interest earned table and
amortization table. This program is a must for anyone
serious about money. 32K.
FORECASTER $29.00
Forecast future events based on past information.
Forecast profits, costs, sales trends, prices, test
scores, virtually anything. Edit, save on disk and test
various elements to determine the outcome.
FORECASTER is a powerful "what if" program - a
must for business. 24K
STAT PLUS $29.00
STAT PLUS is the most powerful statistic tool we
have seen. Run sample space, mean, variance and
standard deviation. Do probabilities using binomial,
poisson or normal distribution. Also, do students'
t-test, Mann-Whitney U test and Chi Square. Do
linear regressions; may use 1-12 independent vari-
ables. Interact a sample from one module to another,
edit, rank and print out. 24K min.
DISK FIX KIT $29.00
It takes more than a speed adjustment to properly set
up an Atari® 810 Disk Drive. Do it Right - Test Disk,
Cleaner, Tools, Special Oil, Swabs and complete in-
structions.
TOs-v r-j p. r— i-j _ VISA/MasterCard, check or money order accepted. If charge, please include expiration date of card
UnUtn. ping and Handling software $1.50, disk drive, $10.00. California residents add sales tax. Phone o
Ship-
or mail.
ATARI is a registered trademark of Warner Communications
CIRCLE #137 ON READER SERVICE CARD
14K Cassette or 32K Disk
by Mark Comeau
Your mission, should you choose to accept it, is to
recover the lost plans to the top secret satellite. You
will be flying a superpowered, highly maneuverable
|H plane. You must dodge enemy lasers, rockets and
n active volcano. You will either succeed or die in
e process. Seven cases of plans must be recovered
torn the seven multi-colored screens. Report to the
base immediately and get your spy plane flying!
Spy Plane is a fast moving, BASIC game that will
test your arcade skills to the limit. You must fly your
plane through a long cavern full of lasers and
issiles. The objective is to capture the seven cases
f plans that were stolen from your government
base. Only one case is present in the cavern at once. If
you get all seven cases, the intermission comes up,
you are rewarded 100 points and get an extra man.
You get ten points for every case recovered a:
100 points for every set of cases. After seven cases,
the lasers fire faster, and the missiles come out of the
silos faster.
Running the game.
When you run the game, the screen will go blank
for thirty seconds. After that the Spy Plane logo will
appear (if you typed it in correctly). Press the fire
button and hold it down to see the score display
screen. Let go of the button, and the game will begin.
If you are hit or you collide with anything, hold
down the button to see your score and how many
men you have. If you press START on the score
display, the game will end.
(continued on page
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Only APE tested quality products receive the Stomp of Approval.
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ATARI IS A REGISTERED TRADEMARK OF ATARI, INC.
M984 Digital Devices
Corporation
CIRCLE #138 ON READER SERVICE CARD
ISSUE 21
ANALOG COMPUTING
PAGE 77
The program.
Spy Plane uses player-missile graphics and char-
acter sets in graphics mode 2+16. In this mode you
can create graphics 7-type graphics, but you can
display them a lot more quickly. When you run the
program, the screen will turn white for twenty
seconds, then blue for ten seconds. While the screen
is white, the computer is setting up the character sets.
While the screen is blue, the computer is setting up
the player-missile graphics.
"^iF^ir^
mmm
When programming a BASIC game, use anything
that you can get. I used Tom Hudson's P/M mover
from ANALOG #10 and Steven Pogatch's character
set initializer from ANALOG #8. Both do their job
effectively, and I am sure that you can hack them out
of there for your own use.
The main objective with a BASIC game is not to
make it too slow; you should make your main loop
as small as possible.
If you look at Lines 1330-2280, you will notice
that all of the screens are displayed with print state-
ments. If you want to make your own screen, just
modify the print statements. If you want lasers or
something special, you will have to modify the
screen subroutines. It isn't that hard, I promise you!
Type in the program exactly as it appears. Be care-
ful with the data statements. Use D:CHECK or
C:CHECK to check your work.
One of the best ways to learn about how to make
your own games is to analyze other people's games.
When you finish typing in this game, improve it!
Change it! Learn it! That's how I learned to make
games. □
(Program documentation and listing
start on page 78.)
Meet
the flfe*
Family
Now For
ALL
Atari Computers
STORE UP TO 96 K
Twelve 8K Or Six 16K Blocks
Software Switched
APROMxl and SIX PACK use
2764 or 271 28 eproms. Either
can be transparent or active
under program control
DATARASE
Erases two Eproms
DEALER INQUIRIES WELCOME
Plus $2.00 Shipping & Handling
Arizona Residents Add 6% Tax
Send money order or check to:
APROMxl
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APROMxl with disk software, instruction book
and Textool Zif socket 99.50
SIX PACK Specify I or II 34.95
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A New Data Storage System
CIRCLE #139 ON READER SERVICE CARD
Bacterion!
Update
Due to a printing error, a
line of the Bacterion! BASIC
listing (ANALOG Comput-
ing, issue 20) was difficult to
read. Here is the corrected
tine:
2088 DATA 888883FF888
88888088884FF88888888
888885FF8888888880888
6FF88888886888887FF88
888886088855AAFF , 328
PAGE 78
ANALOG COMPUTING
ISSUE 21
Program breakdown.
Lines
Function
60 - 1
LOO
Initial title
160 -
300
Main loop
210 -
450
Death
460 -
620
GOTO screen
630 -
690
Screen #1 (Turns radar)
700 -
820
Screen #2 (Fires laser)
830 -
960
Screen #3 (Fires missile)
970 -
1080
Screen #4 (Fires laser)
1090
- 1150
Screen #5 (Volcano)
1160
• 1310
Screen #6 (Fires laser)
1320
- 2290
Displays screens
2300
- 2420
Screen #7 (Fires laser)
2430
- 2590
Intermission
2600
-2880
Score display
2890
- 2980
Game over display
2990
-3090
Enters data for case pos.
3100
- 3170
Data for case positions
3180
-3190
DIMension everything
3220
- 3320
P/M mover — Tom Hudson
3330
- 3380
Char.Set initializer —
Steven Pogatch
3390
-3740
Char.Set data
3750
- 3780
P/M mover data
3790
- 3840
P/M graphics data
Variables used.
A
For P/M mover
C
Color of character under player
Dl$
1st piece of dying plane
D2$
2n
d piece of dying plane
E
Also character number of laser
E
Random number for laser
FL
Counter for screen subroutines
LGO$
Characters of logo
MN
Number of planes
NB
Number of screens
P(E)
Positions of cases
PD
DRAWTO position of laser
PE
DRAWTO position of laser
PMC
Data for player facing left
PMD
Data for player facing right
POS
PU
lyers' current shape
PX
Horizontal position of laser
PY
Vertical position of laser
PO$
Data for player
Pl$
Data for player
P2$
Data for missile (screen #3)
S
Stick position
sc
Score
SCR
Screen number
T
Varied uses
X
Horizontal position of player
Y
Vertical position of player
Z$
Data for blank
B
=60B
1 REM
2 REN
3 REM
4 REN
5 REM ,
58 REM
60 POKE 764,158
78 GRAPHICS 17: POSITION 8,5:? «6;"
SPY plane":? tt6;" by »ark co weau":?
!»:? i»:? MS;" ffiHHflEEBHHjjn"
88 FOR T=8 TO 255: POKE 712,1: NEXT T:P0
KE 712,62:F0R T=8 TO 1888:NEKT T
98 GRAPHICS 8:HB=7:P0KE 559, 8: POKE 712
,14:G0T0 3188
188 GOSUB 3888
118 X=96:Y=82:P05=PMD:SCR=1
128 GRAPHICS 18: POKE 756, PEEK €1863 +1:P
OKE 559,46:FL=-8.1
138 POKE 711,14:P0KE 788,56:P0KE 718,3
8:P0KE 712,2
140 IF FLAG=8 THEH FLAG=1:G0T0 2618
158 G8T0 498
168 REM WM
178 REM ■ I MAIN LOOP
188 REM ■k4444444444444444i|_
198 S=5TICKC83 :X=X+CS=7 OR S=60"R S=S3
*8-CS=ll 8R 5=18 8R S=93*8
288 Y=Y+t5=13 OR 5=5 OR S=93*8-t5=14
R 5=18 OR 5=63*8
218 IF 5=7 OR 5=6 OR S=5 THEN P0S=PMD
228 IF S=ll OR 5=11 OR S=18 OR 5=9 THE
N P05=PMC
238 IF H=288 8R K=48 THEN 498
248 A=USRCM0VE,8,PMB,P0S,X,Y,83
258 LOCATE CX-483/8, <Y-I83/8,C:IF C<>3
268 ON SCR GOSUB 648,718,848,988,1188,
1178,2318
278 GOTO 198
288 REM ■■tttttttttttttttttl
298 REM ■ I END OF MAIN LOOP
388 REM MM
318 REM
328 REM WM DEATH
338 REM ^^
348 IF C=249 THEN 578
358 POP :D=244:P0KE 53278,8
368 MN=MH-l:IF MN=8 THEN 2988
378 FOR K=Y TO Y+18
388 A=USRCM0VE,8,PMB,D2,X,K,83
398 A=USR(M0VE,8,PHB,D1,X,Y-(K-Y) ,8)
488 SOUND 8,RND(83*14,8,14:NEXT K
418 A=USRCM0UE,8,PMB,Z,8,8,83
420 A=USRCMOUE,8,PMB,Z,8,8,83
438 POKE 784,62:FL=-8.1:IF STRIG 483=1
I Sitff 11a
448 GOTO 2728
458 REM
468 REM
478 REM
488 REM HH GOTO SCREEN WM
498 IF X=288 THEN SCR=SCR+1:X=48
588 P8KE 77,8
518 IF X=48 THEN SCR=SCR-1:X=288
528 A=USRCM0VE,0,PMB,P0S,X,Y,83
538 POSITION 8, 8 .'SOUND 8, 8, 8, 8: POKE 55
548 GOSUB 5CR*148+1198:P0XE 559,46
558 IF SCNH3=SCR THEN COLOR 249:E=SCR*
2: PLOT PfE-13,PtE3
568 FL=-8.1:G0T0 198
578 FOR l*=14 TO 8 STEP -1: SOUND 8,188+
H,14,U:S0UND 1,188-H,14,M:NEXT M:NM=NH
+l:5C=SC+18
588 IF NM=8 THEN 2448
598 COLOR 32:E=SCR*2:PL0T PCE-13,PtE3:
GOTO 198
688
618
628
638
648
658
668
678
688
698
REM
REM
REM
REM m
FL=FL+8
IF FL=8
IF FL=1
IF FL=2
IF FL=3
COLOR D
SCREEN ttl SUB WM
l:IF FL>3.9 THEN FL=8
THEN D=244: SOUND 8,36,4,2
THEN D=245:S0UND 8,35,4,2
THEN D=246:S8UND 8,34,4,2
THEN D=245:S0UND 8,33,4,2
PLOT 3,?:RETURN
ISSUE 21
ANALOG COMPUTING
PAGE 79
788 REM ■■ SCREEN 82 SUB ■■
718 FL=FL+1:IF FL<HU THEM RETURN
728 FL=8
738 E=INTCRMDC8J#53+l:IF E=l THEM E=81
: PK=7 : PY=5 : PD=11 : PE=1
748 IF E=2 THEM E=79:PX=12 :PY=I8:PD=6 :
PE=4
758 IF E=3 THEM E=88 :PX=16:PY=9 :PD=16 :
PE=6
768 IF E=4 THEM E=88:PX=17:PY=9:PD=17:
PE=5
778 IF E=5 THEM E=88 :PX=18 :PY=9 :PD=18 :
PE=2
788 C8L8R E+168:PL0T PX,PY:DRAMTO PD,P
E
798 FOR T=14 TO 8 STEP -1: SOUND 8,T,2,
T:NEXT T
888 LOCATE IX-48J /8, IY-18J /8,C :IF C<>3
2 THEM 348
818 SOUND 8,8,8,8:C0L0R 32:PL0T PK,PY:
DRAMTO PD,PE
828 RETURN
838 REM ■■■ SCREEN UZ SUB Hf
848 fl=int7flj+i:if FL<WV THENRETURN
858 IF FL=28 THEN FL=999 :T=INT CRND«8J#
93+l:C8LOR 87: PLOT T*2,9:50UND 8,RNDC8
J #108+155, 8, 7: RETURN
868 IF FL=1882 THEN COLOR 88: SOUND 8,R
NDC8)«188+155,8,14:PL0T T#2,9:RETURN
878 IF FL=1863 THEN COLOR 87: SOUND 8,R
MDt0J«188+155,8,14:PLOT T*2, 9: RETURN
888 IF FL<1886 THEN RETURN
898 COLOR 32:PL0T T#2,9:S0UHD 8,8,8,8:
FL=CT*2J#8+48
988 FOR T=8 T8 1 STEP "1
918 SOUND 8,14-T,8,14-T:PE=96-C8-TJ :A=
USR(M0UE,1,PMB,PME,FL,PE,8-T>
928 NEXT T
938 FOR T=88 TO 22 STEP -4 : A=USR (HOVE,
1,PMB,PME,FL,T,81 .'NEXT T
948 A=USR(H0VE,1,PHB,Z,8,8,8)
958 IF PEEKC53268J>8 THEN 348
968 FL=8:S6UND 8, 8, 8, 6: RETURN
978 REM ■■ SCREEN U4 SUB Mi
988 FL=FL+l:IF FL (MU THEN RETURN
998 T=INTCRHDC8}*63+l:IF T=l THEN PX=1
: PY=9 : PD=1 : PE=1 : D=288
1888 IF T=2 THEN PX=2 :PY=9:PD=2:PE=2:D
=288
1818 IF T=3 THEN PX=7 :PY=8:PD=8 :PE=1:D
=287
1828 IF T=4 THEN PX=15:PY=4 :PD=14 :PE=3
:D=297
1838 IF T=5 THEN PX=16:PY=4 :PD=14 :PE=2
:D=287
1848 IF T=6 THEN PX=12:PY=9 :PD=12 :PE=7
: D=288
1858 SOUND 8,18,4,14:C6L6R D:PLOT PX,P
Y:DRAHTO PD,PE
1868 FOR T=14 TO 7 STEP -1: SOUND 8,T,4
,T:NEXT T
1878 L6CATE CX-483/8, «Y-18J/8,C : IF CO
32 THEN 348
1888 C8L8R 32: PLOT PX,PY:DRAHTO PD,PE:
SOUND 8, e jL 8,8:FL=fl: RETURN
1896 REM ■■ SCREEN SUB tt5 ■£
1188 FL=FL+l:IF FL<INT fRND t8)*TeT+4 TH
EN RETURN
1118 S8UND 8,255,8,14:IF INTCRNDC8)*2)
=1 THEN COLOR 87:G8T8 1138
1128 C0L8R 88
1138 PLOT 8,5:DRAKT0 8,1
1148 LOCATE CX-483/8, tY~18J /8,C : IF C<>
32 THEN 348
1158 COLOR 32: PLOT 8,5:DRAHT8 8,1:S8UN
D 8, 255, 8,2: FL=8: RETURN
1168 REM ■■ SCREEN SUB tt6 WM
1178 FL=FL+l:IF FL<WV THEN RETURN
1188 T=IHTCRND18J*9J+1:IF T=l THEN PX=
9:PY=4:PD=11:PE=2:D=289
1198 IF T=2 THEN PX=18:PY=5 :PD=12 :PE=3
:D=289
1288 IF T=3 THEN PX=18:PY=5 :PD=7:PE=2 :
D=287
1218 IF T=4 THEN PX=11:PY=4 :PD=18 :PE=3
:D=287
1228 IF T=5 THEN PX=15:PY=9 :PD=15 :PE=1
:D=2B8
1238 IF T=6 THEN PX=16:PY=9 :PD=16:PE=1
:D=288
1248 IF T=7 THEN PX=17:PY=9 :PD=1? :PE=1
:D=288
1258 IF T=8 THEN PX=18 :PY=9 :PD=18 :PE=2
:D=288
1268 IF T=9 THEN PX=19:PY=9 :PD=19 :PE=2
: 0=288
1278 COLOR D:PLOT PX,PY:DRAMTO PD,PE
1288 F8R T=188 T8 8 STEP -18: SOUND 8,T
,14,14:NEXT T
1298 L6CATE Of-483/8, CY-18J/8,C :IF C<>
32 THEN 346
1388 S6UND 8,8,8,8 : COLOR 32:PL8T PX,PY
:DRAHTO PD,PE
1318 FL=8: RETURN
1328 REM M SCREEN 81 HH
' tt6;L G0$;
tt6 ; "([-
tt6,""QcE CE CE
tt6;'
bbbbbbbbbbbbbbbbbbbb
116; .
tt6;"J
tt6;"J
tt6 ; "™
tte;
tt6;'
••f
CE CE
1330
1340
1350
1368
1370
1388
1390
1466
1410
1420 ? tt6;"H FAAAAAH
1430 ? »6 ;"HEQ3AAAAAAA AAA AAAAAA";
1448 ? tt6;LG2S;
1458 RETURN
SCREEN «2 Hi
DDDDDDDDDAA";
1460 REM
1476 ? tt6;"
1488
1498
1586
1516
1526
1536
1546
1558
1568
1570
1588
tte
tt6
tte;"
tte;"
tte;"
tte;"
tte;"
tte;"
tte;"
tte;
tte ; "|
bbbbbb
~bbbbr
bbf
CA"
C
CE
Hi
GGGGH
FAAAAAAH
FAAAAAAAE
CAAAAAAE
CAAAAE
FAAHMBCAAE
FAAAAAAHi
FAAAAAAAAH
FAAAAAAAAAAGGRGl :
SCREEN UZ
bbbbbbbbbbbbbbbbbbbb
1596 RETURN
1666 REM _
1616 ? tteT 71 !]
1626 ?
1636 ?
1646 ?
1656 ?
1666 ?
1678 ?
1688 ?
1696 ?
1786 ?
1716 ?
1726 ?
1738 RETURN
1746 REM ■■ SCREEN tt4
■» tt6;"DDAAAAECABBBBBBBBBB[!
FaAAAAAAAAAAAAAAAAAA
1756
1768
1776
1786
1798
1866
1816
1820
1836
1840
1856
1866
tte;"
tte;"
tt6;"
tte;"
tte;"
tte;"
«6;"
tt«;
«6;
tte;
tte;"
CAAE CB
CE B
(HI
1S78 RETURN
1888 REM
? tt6;"i
*y
i
h
?
j>
■7
2810 RETURJ
2820 REM
FAAGGbbbb
CD DDE
FAAAAAAAAHvb
GAAAAAAAAAAAAAAAAAAb
SCREEN »5
1890
1960
1910
1920
1930
1940
1950
1960
1970
1980
1990
2000
bbbbbbbbbbbbbbbbbbbb
tt6;"
tte;"
tt6 ; "
tte;"
tte ; "
tt6;"
U6i"
tte;"
tte;"
tte;"
tte;
II >
■ 1 a
r
II a
bAAAAAAAAAHFAAAHb
FAAAAAAAAAAAAAAAAb
bb AAAAAA AAA A AAAAAAAb
SCREEN tt6
PAGE 80
ANALOG COMPUTING
ISSUE 21
2030
2040
2050
2060
2070
2080
2030
2100
2110
2120
2130
2140
Wo
tte
«6
tt6
«6
»6
K6
tt6
«6
«6
no
tte
'CAAAAAAAAAAAAAADDDAA'
11 CAAAAECAAECAAE
" CAAE CE CA
CE C
CD 1
2150 RETURN
2160 REM
FAAGAAAAAblbbb
AAAAAAAAAb
AAAAAAAAAbbbbbbbbbbb
2170
2180
2150
22O0
2210
2220
2230
2240
2250
2260
2270
2280
SCREEN tt7
tt6;"ADDDDDD
tt6;"E
tt6;"
tt6;"
tt6;"
tt6;"
tte;"
tt6; n
tt6;"
tt6;
tte;"
»6;
AAAAAAAADDDD'
AAAAAAAE
AAAAAAE
AAAAAE
bb
bb
bb
bb
bbH BFAAHB
bb M Ml pFAAAAA
bb'SSiBIF AAA A C, A
GAAAAAAAA A 6 A A AAA A A A A
AAAAE
AAAE
AAE
AE
as
2230 RETU RN
2300 REM UM SCREEN SUB tt7
2310 FL=FL+1:IF FL<HV THEN RETURN
2320 FL=8
2330 E=IHTCRNDCQ3*53+1:IF E=l THEN E=8
: PH=3 : PY=9 : PD=3 : PE=l
2340 IF E=2 THEN E=88 : PX=5: PY=9 : PD=5 :P
E=l
2350 IF
E=6
2360 IF E=4 THEN
E=3
THEN E=79:PX=6:PY=9:PD=3:P
E=8i : PX=10 : PY=9 : PD=18
E=5 THEN E=81:PX=12:PY=9:PD=18
:PE=1
2370 IF
:PE=3
2380 COLOR E+1605PLOT PX,PY:DRAMT0 PD,
PE
2390 FOR T=14 TO STEP -1:S0UND 0,T,2
T:HEHT T
2400 LOCATE tX-483 /8, CY-183 /8,C : IF CO
32 THEN 340
2410 SOUND 0,0,0, O: COLOR 32:PL0T PX,PY
:DRAHTO PD,PE
2420 RETURN
2430 REM ■■ FINI WM
2440 GRAPHICS 18: POKE 55 9,46
2450 POSITION 2,5:? »6; "gSunSEBBIEDEEGI
S!"
2460 FOR T=0 TO 100: POKE 712, RND C03*25
5:NEXT T:P0KE 712,0
2470 POSITION 2,7:? tte^'score :"
2480 FOR SC=SC TO SC+100 STEP 10:P0SIT
ION 3,7:? «6;5C
2490 FOR T=14 TO O STEP -I
2500 SOUND 0,14-T,14,T:N EXT T :NEXT 5C
2510 POSITION 2,3:? »6 : "fWI WiKMirTrililBll
BB":MN=MN+1
2520 IF MN=19 THEN MN=18
2530 FOR T=6 TO 255 STEP 5
2540 POKE 710,T:S0UND 0,T,I4,14
2550 NEXT T
2560 SOUND 0,0,0,0
2570 HU=WV-3:IF WV<10 THEN WV=10
2580 GOSUB 3000: GOTO 110
2530 REM
2600 REM H TITLE DISPLAY UM
2610 COLOR ASCC'S-J :PLOT 0,0:DRAMTO 19
,0:PLOT 19,11:DRAWT0 0,11:PL0T 0,1:DRA
WTO 19,1
2620 PLOT 0,10:DRAHT0 19,10
2630 POSITION 0,2:? 86;LG0$;LG2S;LG0$;
LG2S;LG0$;LG2$;LG0S;LG2$; :HV=0
2640 FOR X=0 TO 7:P0KE 464+X+START, 255
■ NEHT X
2650 FOR X=0 TO 7:P0KE 464+X+START, :N
EXT X:POKE 712,RHDC03*255
2660 IF STRIGiQ3=0 THEN HU=2Q : MN=7 : HM=
1:5C=0:60T0 2720
2670 HU=HU+1:IF HU=50 AND FLAG=2 THEN
2900
2680 GOTO 2640
2690 SOUND 0, 0, 0, O : SOUND 1,0,0,0
2750
2760
2770
2780
2810
2820
2830
2840
2850
AAHFAAAAAAH
AAAAAAAAAAAHFHFAAAAA
2700 REM
2710 REM Oi DISPLAY SCORE MB
2720 ? tte; "H": position o,o:poke 712,2
2730 SOUND O, 0, 0, ! SOUND 1,0,0,0
2740 ? tt6;LG2S;
? tt6;"CAAAAECECAAAAAAAAECE";
? tt6;" CAAE CAAAAAAE ";
? tt6,"" CE C AAAAE ";
? tt6;" CECE ";
2790 COLOR 188:PL0T 2,5:DRAHT0 1+MN,5
2800 POSITION 4,6_1? tt6; SC
? tte;'~
? tte;"C
? tte;"G
? tte ; r _
? tt6;LG0T7
2860 IF PEEK«532793=6 THEN 2900
2870 IF STRIGC03=0 THEN 2860
2880 GOTO 110
2890 REM Hi GAME OVER MM
2, gP— G "ft.P. H . I . cs 18JP0KE 559,46:? 86;"
aanaBEaa"
2910 SOUND 0,0,0,0:S0UND 1,0,0,0
2920 A=USRCMOVE,0,PMB,Z,0,O,83
2930 POSITION 5,3:? tt6; "scor e : ";SC
|». P05IU0H ,.„, Mr w -.zsito EZB
2950 position 5,6:? »6; "aCT-IEIE"
2960 FOR HV=0 TO 100: POKE 7li^RNDC03*2
55: NEXT HU:HV=0:FLAG=2: GOSUB 3000
2970 POKE 711,14:P0KE 708,50:P0KE 710,
30:P0KE 712,2
2980 ? tt6 ;"«";: POSITION 0,0:POKE 756, P
EEK<1063+l:GOTO 2610
2530 REM MM ENTER CASE POS . Hi
3000 RESTORE 3100 : T=i : NM=1
3010 E=INT{RND (03*23+1: IF E=l THEN REA
D X,Y
3020 READ X,Y:IF X=-i THEN GOTO 3050
3030 X(T3=X:V(T3=Y:IF E=2 THEN READ X,
3040
3050
3120
3060 FOR T=l TO NB
3070 READ X:E=T*2:P(E~13=X(T3 :P(E3=Y(T
3080 S(T3=X:NEXT T
3090 RETURN :GOTO 110
3100 DATA 10,3,15,6,10,1,15,9,15,4,7,9
3110 DATA 13,5,4,3,16,5,5,6,4,4,14,6
3120 DATA 11,6,18,7,-1,0,-1,0
3130 DATA 5,1,4,2,7,3,6
3140 DATA 6,2,5,1,3,4,7
3150 DATA 3,5,4,1,2,7,6
3160 DATA 4,3,5,7,6,1,2
3170 DATA 6.7,2,5,3,1,4
3180 DIM P05(83,P1$(83,P2$(83,AS(23,BU
G (5) , Z$ t8 J , PMMOUS tlOOJ , X (NB3 . Y (NB3 , P (N
B*2 J , 5 CNB J , Dl$ (8) , D2$ (83 , LGOS £20)
3190 DIM LG2$(203
3200 GOSUB 3330 -.RESTORE 3750: POKE 712,
126
3210 LGQ$="====== C\3 A >?e=======":LG2S=
======T\jAj?e-- ==== -
3220 M0VE=ADR(PMM0U$3 :FOR X=l TO 100:R
EAD N:PMM0V$(X)=CHR$(N3 ."NEXT X
TO 8:READ N:P0$(I3=CHR$(N
T=T+1:G0T0 3010
E=INT CRND C03#53 +1 : RESTORE (E*103 +
3230 FOR 1=1
J :NEXT I
3240 FOR 1=1
3 : NEXT I
3250 FOR 1=1 TO 8: READ
TO 8: READ N:P1$(I3=CHR$(H
N:P2$(I3=CHR$(N
TO 8: READ N:Z$(I3=CHRS(N3
3 :HEXT I
3260 FOR 1=1
:NEXT I
3270 FOR 1=1 TO 8: READ N : DlS f 13 =CHR$ CN
3 :NEXT I
3280 FOR 1=1 TO 8 : READ N : D2$ (13 =CHR$ (N
3 : NEXT I
3290 PMBASE=INT ( (PEEK (1453 +33 /43 *4 : POK
E 54279 , PMBASE : PMB=PMBASE*256 : PMD=ADR (
P0S3 :POKE 53277,3
3300 POKE 704,62:P0KE 70S, 46
3310 PMC=ADR(P1$3 : PME=ADR (P2$3 :Z=ADR(Z
S3 :D1=ADR(D1$3 :D2=ADR(D2$3
3320 GOTO 100
Parallel Printer Interfaces
For Your Atari® Computer
Only $ 59 95
Cent ari Interfaces
(We had to change the name to sell at these low prices)
Limited Time Only
While Supply Lasts
We made a special pur-
chase of these beauties
and we are passing the
savings on to you!
• Factory Fresh
• Full Mfg. Warranty
• Complete with Cables
• Ready to Run
• No Software Needed
• Plugs into Serial
Peripheral Port
Don't Monkey Around, Buy a Centari Interface
and connect your Atari 400, 800, 600XL or 800X1
to any Standard Centronics Compatible Printer
Send your check or money order to:
(Sorry no charge cards at these prices)
Please add $2.00 for shipping
NYS residents add 7% Sales Tax
E.J.B. Electronic Systems
2902 Eggert Rd.
Tonawanda, NY 14150
(716)837-9411
Hurry While Supply Lasts
CIRCLE #141 ON READER SERVICE CARD
Atari is a registered trademark of Attair Inc.
PAGE 82
ANALOG COMPUTING
ISSUE 21
3330 POKE 106, PEEK <106) -5: STARTS {PEEK C
1065+11*256: POKE 756, START/256 :POKE 75
2,1
3340 RESTORE 4000:DIH XFR$C381:F0R V-l
TO 38: READ Z : XFRS CY, Y1=CHRS IZ1 : NEXT V
3350 Z=USRCADR(XFRS11 :RESTORE 3390:X=2
32-8: READ Z
3360 IF Z=-l THEN RESTORE : RETURN
3370 FOR Y-0 TO 7: POKE X+Y+START, Z : REA
D Z:MEXT Y:X=X+8
3380 GOTO 3360
3356 DATA 0, 1S2, 118, 63, 112,152, 0,0
3400 DATA 0,0,0,0,0,0,255,255
3410 DATA 0,0,195,207,205,207,237,237
3420 DATA 0,0,59,187,191,151,183,183
3430 DATA 0,0,120,96,112,96,127,127
3440 DATA 255,255,255,255,255,255,255,
255
3450 DATA 255,17,255,136,255,17,255,13
3460 DATA 255,255,55,21,21,5,5,1
3470 DATA 255,255,255,247,245,181,181,
144
3480 DATA 255,246,244,244,112,80,64,64
3490 DATA 1,7,23,23,55,127,127,255
3500 DATA 164,173,253,255,255,255,255,
255
3510 DATA 128,136,168,232,248,250,250,
255
3520 DATA 195,199,46,30,62,125,251,199
3530 DATA 192,226,113,53,9,21,67,63
3540 DATA 56,56,16,56,146,186,214,254
3550 DATA 3,71,142,172,144,168,194,252
3560 DATA 24,24,24,24,60,126,126,102
3570 DATA 68,60,255,255,255,255,255,25
3580 DATA 192,64,112,16,28,4,7,1
3590 DATA 24,48,24,48,24,48,24,48
3600 DATA 3,2,14,8,56,32,224,128
3610 DATA 255,146,255,146,255,146,159,
159
3620 DATA 255,73,255,73,255,73,255,255
3630 DATA 2,6,6,31,22,22,18,56
3640 DATA 56,68,130,146,130,68,56,56
3650 DATA 64,96,96,248,104,104,72,28
3660 DATA 16,74,84,137,100,146,84,40
3670 DATA 84,96,170,85,178,41,38,20
3680 DATA 0,60,36,255,255,255,255,0
3650 DATA 0,0,0,0,0,0,255,255
3700 DATA 127,255,192,254,127,3,255,25
3710 DATA 0,115,123,107,121,112,96,96
3720 DATA 8,48,48,240,224,192,192,192
3730 DATA 252,254,198,254,252,192,192,
192
3740 DATA -1
3750 DATA 216,104,104,104,133,213,104,
24,105,2,133,206,104,133,205,184,133,2
04,104,133,203,104,184,133,208
3760 DATA 104,104,133,209,104,104,24,1
01,209,133,207,166,213,240,16,165,205,
24,105,128,133,205,165,205,165
3770 DATA 0,133,206,202,208,248,160,0,
162,8,196,209,144,19,156,207,176,15,13
2,212,138,168,177,203,164
3788 DATA 212,145,205,232,165,0,240,4,
165,0,145,205,200,152,128,208,224,166,
213,165,208,157,0,208,56
3758 DATA 0,192,118,63,112,192,0,8
3800 DATA 0,3,110,252,14,3,0,0
3810 DATA 24,24,24,24,68,126,126,102
3820 DATA 0,0,0,0,0,8,0,0
3830 DATA 0,192,118,37,8,8,0,0
3840 DATA 0,0,20,55,112,192,0,0
4000 DATA 104,165,0,133,203,133,205,16
5,224,133,206,165,106,24,105,1,133,284
,160,0,177,205,145,203,200,208
4010 DATA 245,230,204,230,206,165,206,
201,228,208,237,56
CHECKSUM DATA
(see page 27)
1 DATA 62,334,58,584,78,255,576,412,54
4,518,753,852,842,41,365,7118
158 DATA 731,164,816,62,11,526,116,871
,565,431,714,231,733,28,362,6361
380 DATA 150,81,556,87,715,361,615,754
,576,673,114,663,666,782,577,8258
450 DATA 55,58,101,61,254,550,100,431,
81,414,155,447,813,745,534,5683
680 DATA 84,87,56,553,145,653,700,707,
710,35,947,636,79,283,428,6585
750 DATA 433,442,449,621,108,711,614,6
01,959,903,230,169,173,638,311,7362
980 DATA 52,651,772,587,684,511,557,57
4,661,376,310,310,441,444,461,8631
1050 DATA 541,546,585,458,212,52,804,5
12,151,585,810,215,785,652,440,5352
1200 DATA 575,434,453,460,467,477,484,
213,316,557,885,288,523,832,286,8058
1350 DATA 637,516,517,518,515,125,546,
446,136,778,756,532,565,337,338,5786
1500 DATA 532,815,145,235,505,178,326,
523,882,803,534,252,85,862,27,7556
1656 DATA 446,253,448,837,450,668,686,
14,803,543,378,544,88,556,326,7752
1800 DATA 321,388,285,86,821,681,88,81
0,552,306,52,481,258,65,758,6424
1550 DATA 371,755,842,150,620,153,782,
526,15,815,272,854,864,735,734,5016
210O DATA 732,688,581,482,688,785,535,
388,1,522,881,732,708,606,373,5426
2250 DATA 652,638,788,8,756,33,751,258
,202,151,177,557,607,443,547,7008
2400 DATA 556,855,755,547,716,164,45,2
52,507,156,1,168,6,187,556,6515
2550 DATA 535,221,206,85,381,326,588,4
22,486,785,984,935,265,741,751,7555
2780 DATA 258,325,614,748,785,74,517,2
83,61,588,378,402,475,611,71,6636
2850 DATA 851,526,652,857,535,111,752,
502,874,47,388,866,22,324,287,8878
3800 DATA 327,426,571,28,485,586,467,8
47,583,530,12,858,54,536,536,7632
3150 DATA 531,540,546,418,6,66,38,727,
82,84,86,717,51,53,354,4335
3388 DATA 540,111,877,567,554,582,705,
377,738,503,52,222,585,757,352,8810
3450 DATA 272,455,385,88,581,382,378,1
15, 756 , 241 , 67, 538 , 305, 452 , 671 , 6446
3600 DATA 441,405,56,342,556,8,582,814
,782,187,382,186,265,353,584,6787
I ?5 ,SS T £-,2 83 ' 978 ' 23 ^ ' 418 ' 915, 313 , 542,
544,338,575,534,825,8256
Coming soon:
Kyle Peacock's
BOPOTRON!
A game where you can
design your own levels!
ISSUE 21
ANALOG COMPUTING
PAGE 83
The
ANALOG
Card
File
16K Disk
by David Plotkin
As I was doing my income taxes this year, I found
that I needed a tool to organize and catalog the
veritable mountain of receipts. This little utility was
just what the doctor ordered. It allows you to type
just about anything you want on the screen, save the
screen to disk, edit it in the future and print it out
for posterity.
The first thing you are presented with is the general
menu screen, offering various options: 1. getting a
disk directory and purging files from the disk; 2. start-
ing with a new screen; or 3. Editing an old screen.
Also on this screen are some brief instructions.
If you choose a new screen, you'll need to specify
the filename to store the screen under, then you are
presented with a blank lined screen, similar to a 5"
X 7" index card. On the first line is the title; this
doesn't get printed out when you dump the screen
to the printer. Be careful not to scroll the screen, or
some of your information will move up into the title
area, with some pretty strange -looking results. If you
do inadvertently have this problem, you can just RE-
SET and RUN the program again. If you choose to
edit an old screen, you'll need to give the filename
of the screen, which will then be presented for
editing. Press SELECT to print the screen, START
to save the screen to disk, and OPTION to start over
without saving the screen. The major sections of the
program are as follows:
Lines 0-20 — Set up, initialize and modify
the display list.
Lines 25-60 — Draw the menu screen with
instructions and get the users choice.
Lines 100-120 - The New Screen routine.
Lines 130-160 — Read the keyboard di-
rectly from the memory location 764. Also
check for pressing of the console buttons
(START, SELECT, and OPTION).
Lines 700-720 — Delete a file.
Line 800 — Get the name of the file to edit,
then go get it.
Lines 900-960 — The disk directory.
Lines 1 000- 1 030 — Write a screen to disk.
The write is done using the fast IOCB routines,
which are set up in Lines 1020 and 1030, then
called in Line 2030 by the USR call.
Lines 2000-2030 — Read a screen from
disk. This routine also uses the high speed
IOCB call.
Lines 3000-3010 — Print out the screen.
Each character in a line is PEEKed from the
screen. The memory address of the beginning
of each line is looked up in the array LINE;
this is much faster than calculating the address
each time. Before the character PEEKed from
the screen can be printed, however, it must
be translated from Internal Code to ATASCII,
PAGE 84
ANALOG COMPUTING
ISSUE 21
which is what the printer understands. The
variable IC is a value of Internal Code. HOLD$
is an array of ATASCII codes in Internal Code
order, so looking up HOLD$(IC+l) returns
the ATASCII code HOLD$(IC+l). It's pretty
fast, too.
Lines 3100-3150 — This section of code
fills the array HOLD$ with ATASCII codes in
Internal Code order, for use in the printer dump
routine.
Lines3 200-3 260 — Set up the Player/Missile
graphics. What Player/Missile graphics? What do
you think those nice, thin lines are? They are
single-line resolution Player/Missiles, in triple
width, butted edge-to-edge to fill the screen. By
proper positioning, there is no overlap between
the lines and the letters.
I have found this program to be quite useful for
keeping records, since I can set up full screens of data
in any format I want. □
ANALOG CARD FILE
IF NEW SCREEN THEN DRAM A
BLANK SCREEN AND PUT THE
CURSOR ON THE FIRST LINE.
IF OLD SCREEN THEN LOAD THE
SELECTED SCREEN, GOTO EDITOR,
AND SAVE OVER OLD FILE.
REM
1 REM
2 REM
3 REM
4 REM
5 REM
6 REM
7 REM
8 REM
9 REM
i2„£ 1=1 : K255 =255 : K256=K255+K1 : TRAP 28 :
POKE 752 .Kl:? "INITIALIZING"
i? Sif 1 .^ CK1> ' FIL I S tJLS1 • LINE "53 , PPS C4
85, HOLDS <K2563,FH$tl43
16 SCREEN=PEEK C883 +K256#PEEK C893 +48 : FO
R J=K1 TO 23;LINECJJ=SCREEN:5CREEN=5CR
EEN+48: HEHT J;G0SU B 3188
19 rem KEmai naBanm
28 TRAP 28: GRAPHICS KB: POKE 559,62:P8K
E S3277,3:SETC0L0R 2,K8,K8:G0SUB 38888
:P0KE 82, KB
25 ? ;? :? »Mt*# ANALOG CARD FILE #**«•
:? :PP$=CHR$C183 :PP$ t483=PPS:PP$C23=PP
$:? PP$
26 ? "AFTER SCREEN IS LOADED, TYPE ON
THE"!? "SCREEN AS DESIRED. START=SAVE
TO"
27 ? "DISK. 0PTI0H=START OVER WITHOUT
SAVING"
28 ? "SELECT=PRINT OUT THE SCREEN.":?
:? PP$
38 ? :? "qem or (old screen, slrectory"
:? "or Surge a card: "; :close «ki:opeh
ttKl , 4 , KB , "K : " : GET «1 , J : AS=CHRS f J J
48 IF AS="0" THEN 888
45 IF A$="P" THEN 788
58 IF AS="D" THEN 988
68 IF A $Q"H" THE N 38
" REM JEHa B3JBa ' 11 33] I JS3M
188 ? "HEW":? :? "FILE NAME TO SAVE AS
";:G0SUB 4888:GRAPHICS K8:P0KE 559,62
118 POKE 53277, 3:SETC0L0R 2,8,2:SETC0L
OR K1,K8,13:SETC0L0R KB, Kl, 15 : DL=PEEK (
568J+PEEKC5613*K256:G0SUB 38688
128 POKE DL+3,78!P0KE DL+6,11:? " ANAL
OG CARD FILE":
129 REM ■alfriTTITMTTiiniliTr^i
138 TRAP 28:CL0SE ttKi:0PEN ttKl,4,K6,"K
:":P0KE 82,K8:P0KE 752,KB:P0SITI0N K8,
Kl:? "*+";:P0KE 764,K255
146 IF PEEKC7643 0K255 THEN GET tt*l,K:
? CHRSCK3 ; :G0T0 146
DELETE A FILE
158 IF PEEK 4532793=6 THEN POKE 752, Kl;
? "t"; :G0T0 1888
155 IF PEEK (532793 =3 THEN 28
156 IF PEEK 1532793=5 THEN 3888
166 GOTO 148
699 REM
788 ? "PURGE":? : CLOSE ttKl:? "ENTER FI
LENAME TO DELETE OR PRESS":? "RETURN T
ABORT": :G0SUB 4886
718 IF FN$="" THEN 28
726 XIO 33 ,tt3 . KB . K8 ■ FILES : G8T 8 28
799 rem ii^jfcHiliL?LlLl!lIliiia
888 ? "OLD":? :? "FILE NAME TO EDIT";:
GOSUB 48 68: GOTO 2888
899 rem mm :m a < a aa m aa
988 ? "HDRIVE »";:GET «K1,K :FNS="D1 :*.
*":FNSC2,23=CHRSCH3 :CL6SE ttKl:? CHR$(X
3:? :0PEN ttKl,6,K8,FN$
918 FOR X=K1 TO 64:INPUT ttKl, FNS :FN$=F
NSC33:IF FNSC3,123="FREE 5ECTO" THEN 9
45
928 IF H/2=INTCK/23 THEN POSITION 15, (
K+K13/2:? FNS:GOTO 948
936 POSITION 2,CX+23/2:? FNS
948 NEXT X
945 ? :? "PRESS ANY KEY TO CONTINUE...
"; :P0KE 764,K255
958 IF PEEK (7643 =K255 THEN 956
968 POKE 764,K255:CL0 SE ttKl: GOTO 26
999 REM IGfflBEgaiUPJMgHgai
1888 CLOSE ttKl '.OPEN ttKl, 8, KB, FILES
1818 PUT »K1,PEEKC9393 :F0R 1=788 TO 71
2: PUT ttKl, PEEK CI3 : NEXT I
1828 RAMT0P=PEEKC1863*K256:DL=PEEKC566
3+K256*PEEK(5613 : BYTES=RAMTOP~DL :HI=IN
TtBYTE5/K2563 : L0=BYTE5-HI*K256
(continued on page 86)
Atari owners,
are you backed up?
At last, an inexpensive and easy way to make back-up copies
of your boot tape software. Even simple tape stretching from
normal use can suddenly make a program no longer load.
BOOT TAPE BACK-UP is a utility program that will generate a
copy of your autoboot machine language programs to
provide you with an identical copy to store away for safe
keeping.
Professionals make a back-up copy of everything. At minimal
cost, you can now protect your large investment in software
the same way. BOOT TAPE BACK-UP is simple to use and will
pay for itself many times over. Don't put your precious
programs at risk!
BOOT TAPE BACK-UP Only $15.95
(makes lape lo tape backups ol all single stage and most multi-stage programs)
' "Also available: BOOT TAPE BACK-UP PLUS" '
For disc owners (or future disc owners) -Same as above, but
will ALSO transfer many of your cassette programs to disc as
well. An even greater bargain!
BOOT TAPE BACK-UP PLUS Only $19.95
(as above plus transfers all tlngl* stag* tape programs to auloboot disci
To order;
Send CHECK or MONEY ORDER (include $1.50 shipping) to:
'msb SOFTWARE
P.O. Box 450 New York, NY 10024
Requires: min. 32K - 410/1010 recorder - disc drive (optional)
Note: Intended for personal archival use only!
Dealer inquiries invited. Atari TM o( Atari, Inc.
CIRCLE #142 ON READER SERVICE CARD
ISSUE 20
ANALOG COMPUTING
PAGE 85
DO YOU SUBSCRIBE TO ANALOG
COMPUTING ON DISK OR CASSETTE?
. . .if not, then
you should.
Since issue 1,
ANALOGS
cassette
and disk
subscriptions
have eliminated
the need for you
to spend hours
typing in
programs from
the magazine.
All of the
programs in the
magazine are on
the cassette and
disk versions.
1 year (12 issues) on
cassette. $90.00,
disk, $130.00;
1 /2 year (6 issues)
cassette, $48.00,
disk, $72.00.
®
ANALOG COMPUTING
Issue #16
n
M)
To subscribe on cassette or disk,
send check or money order to:
CASSETTE SUBSCRIPTION
or
DISK SUBSCRIPTION
P.O. BOX 615
HOLMES, PA 19043
For Fastest Service.
Call Our Toil-Free
US Order Line
800-345-8112
In Pennsylvania call 800-662-2444
PAGE 86
ANALOG COMPUTING
ISSUE 21
1836 POKE 858,11:P0KE 856,L0:P0KE 857,
HI: GOTO 2030
L333 rem HOB MH3 3113033 3BQBM
2880 CLOSE ttKl'OPEN ttKi , 4, K8, FILES
2818 GET ttKl.fl: GRAPHICS A:POKE 555,62:
POKE 53277, 3:F0R 1=788 TO 7i2:G£T «K1,
A
2820 POKE I,A:NEXT I:GOSUB 30O6O:POKE
850,7:POKE 856,K255:P0KE 857,K255
203© POKE 852,PEEKt5603 :P0KE 853,PEEKt
561) ^^USRtADRfhhhSLUB") ,16) : CLOSE tti
:GOTO 138
2999 rem EHIiMgiiMEaEM OJ
3080 TRAP 130:CLOSE ttKl:OPEN ttKl,8,K8,
"P:":FOR J=K1 TO 23
3010 FOR I=KI TO 40;PP$m=HOLDS<PEEK(
LINE tJi +I-K1J +K1) : NEXT I:PRINT KKljPPS
:HEKT J: C LOSE ttKl:GO TO 130
3899 REM E 3 iTXmtm I WA a» H MJEHi
3100 FOR II=KO TO K255;IC=II: IV=KO:IF
IC>127 THEN IU=Kl:IC=IC-128
3110 IF IC<64 THEN AC=IC+32+128*IU : GOT
3140
3120 IF IC<96 THEN AC=IC-64+128*IV : GOT
3140
3130 AC=IC+128*IU
3140 H0LDS(II+K1)=CHRSCAC) :NEKT II
3199 rem fcjaat Ei * BHBDaaooJai
3200 PMBASE=PEEKC106)-16:POKE 54279, PM
BASE : PMBA5E=PMBASE*K256
3216 FOR M=53256 TO 53259: POKE M,3:NEX
T W:POKE 53260, K255
3220 POKE 88,K0:P0KE 89, PEEK 1106) ~16
3236 FOR W=PMBASE+809 TO PMBASE+989 ST
EP 8:F0R J=K8 TO 1024 STEP K256:P0KE W
+J,K255:NEXT J:NEHT »
3240 FOR W=704 TO 707:P0KE M, KO : NEXT M
:POKE 559,62:P0KE 53277, 3:P0KE 623, Kl
3256 FOR 1=53248 TO 53255: READ J: POKE
I,J:NEXT I:RETURN
3260 DATA 48,80,112,144,176,184,192,20
FILE NAME HANDLER
3999 REM
4000 INPUT FN?: IF FNS="" THEN RETURN
4010 FOR J=K1 TO LEN(FN$):IF FNSCJ,J)=
THEN FILES=FNS: RETURN
402O NEXT J:FILE$="D:":FILES(3)=FNS:RE
TURN
29999 rem BJIEEimOE IBHMaia
30600 U=PEEKC16) :IF U> 127 THEN U=U-128
:POKE 16,U:P0KE 53774, U
30O1O RETURN
CHECKSUM DATA
(see page 27)
DATA 854,987,465,241,782,995,615,382
,260,3,508,874,214,229,790,8039
25 DATA 436,318,575,582,603,712,728,68
3,526,15,389,7,687,425,558,7164
148 DATA 958,403,693,738,713,830,564,5
48,14,338,266,428,338,467,628,7910
938 DATA 769,786,6,849,540,748,337,789
, 57, 998, 268, 331, 426, 725, 214, 7835
2999 DATA 21,853,992,562,185,145,168,1
28,319,151,136,16,481,609,426,5112
3258 DATA 978,265,761,24,16,603,741,61
3,46,4047
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CIRCLE #143 ON READER SERVICE CARD
ISSUE 21
ANALOG COMPUTING
PAGE 87
This printer overview is limited to the more popular
dot-matrix printers, which we feel deserve your firs
consideration when shopping for a printer. Most
the companies have higher and lower end models,
but we'll stick with the models shown, because of the;
sopularity and dependability.
I hate to admit this, but I almost forgot to inclu
the Atari 1025 printer in the comparison chart. Be
rjg an Atari -exclusive magazine, we felt that it should
be included. Don't get me wrong — it's a good heavy-
duty general printer (actually, it's an Okidata 80), owt
I've been spoiled with printers offering more features.
As the chart shows, all but one of the printers use
a nine-wire print head, and, unless you're lookini
for a near-letter quality printer with the ability to
do graphics and general printouts, the nine -wire print
heads are fine.
As far as the print speed, ANALOG uses both the
Epson RX80 and C.Itoh Prowriter. . .and the slower
Epson doesn't cause anyone to pace the floor in an-
ticipation. So don't feel that speed should be your
major concern (speed is slower in enhanced or letter
quality modes).
Because printers are usually a lot slower than o
puters, a printer buffer is a nice feature. The print
buffer is essentially memory that resides between the
computer and printer. The buffer takes the informa-
tion that is sent from the computer and sends it to
the printer, according to the printer's speed limita-
tion. With some of the larger optional buffers (up to
32K), this can leave the computer free to do other
things while the printer is still at work.
Varyitjg print modes (i.e., double width, empha 1 -
sized, compressed, etc.) will have a direct effect on
the print size, which is measured in characters per
inch, and the number of characters per column. For
example, the Epson's smallest type, compressed, can
fit 137 characters per line. The matrix listed for each
printer is for that printer's normal character, not its
expanded or compressed type (see Figure 1).
PAGE 88
ANALOG COMPUTING
ISSUE 21
Standard
9X9
print
head
matrix
Figure 1.
If the printer has other print modes or graphics
capabilities, that matrix is shown on the chart in the
graphics column. All printers have the standard
ASCII character set and international symbols. A few
may have italics, Greek, Japanese or other optional
languages and symbols. If you'll be using your printer
for correspondence, I'd recommend at least having
italics, if no other fonts.
Two of the printers have a nice feature that can
save you some money. They plug directly into the
Atari without the use of an interface. If you don't
already have an interface and don't intend to buy one
(perhaps you're saving up for a modem), then this can
be a substantial savings. If you are planning on buy-
ing an interface, I would suggest that you look at some
of the third -party ones available. They are usually less
expensive and easier to find than the Atari 850.
Several years ago, reliability of printer mechanisms
was a major concern. Today, however, most printers
use high-reliability parts and virtually never break
down. The Epson and C.Itoh printers in the
ANALOG offices have been cranking out listings for
over three years without any serious breakdowns. It's
always better to play it safe, though, so it's a good
idea to find out where the nearest repair facility is
for the printer you're thinking of buying.
As you may have noticed, this is more of an over-
view of the more popular Atari -compatible printers
— not a review. However, we picked only the printers
that we would highly recommend. Don't be frightened
by the prices. These are the suggested retail, and you'll
more than likely find them at discount prices. De-
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Print Head
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86 cps
160 cps
Bi-Directional
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Bi-Directional
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120 cps
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180 cps
Buffer Size
None
1K
8K
Optional
None
2K
2K
Optional
2K
2K
►a
Print Size CPI
5, 10, 16
10, 13.3
5, 6, 8.5
10, 12, 17
5, 6, 8.5
10, 12, 17
5, 6, 8.5
10, 12, 17
5, 8.3, 10,
16.5
5, 6, 8.2, 10
12, 16.5, 20
5, 6.5, 10
12, 17
a
ft
n
Characters
Per Column
40, 80, 128
80, 106
40, 48, 68
80, 96, 136
40, 48, 68,
80, 96, 137
40, 48, 68
80, 96, 136
40, 66.4, 80
132
40, 48, 65, 80
96, 132, 160
40, 52, 80
96, 132
Standard
Print Matrix
9x7
7x8
9x9
9x9
8x8
9x9
7x9
8x9
Character Sets
ASCII
International
ASCII
International
ASCII Italics
International
ASCII Italics
International
ASCII Italics
International
ASCII
International
ASCII
International
ASCII Greek
International
3
B
5
3
ft
No. of Fonts
1
1
8
5
4
1
1
6
Ribbon Type
1/ 2 »
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4-Color
Cartridge
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Twin Spools
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Cartridge
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Cartridge
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Cartridge
Interface
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Serial Port
Directly to
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Serial
Parallel
Serial
Parallel
Serial
Serial
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Serial
Parallel
Serial
Parallel
Paper
Type & Size
Tractor Frictn.
3" to 9.5"
Tractor Frictn.
3" to 10"
Tractor Frictn.
Roll 3" to 10"
Tractor Frictn.
4" to 10"
Tractor Frictn.
4.5" to 10"
Tractor Frictn.
3" to 9.5"
Tractor Frictn.
Roll 3" to 10"
Tractor Frictn.
3" to 10"
Graphics Matrix
None
80 x 80
60 x 72
120 x 144
240 x 144
60 x 72
120 x 144
240 x 144
160 x 144
60 x 65
Optional
64 x 50
64 x 100
60 x 72
120 x 144
sr
Extra Features
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needed
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True underline
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RAM
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Dimensions
13.3"W
9.6" D, 4.2" H
17" W
12.5" D, 4.5" H
21 .3" W
12.4" D, 5.3" H
14.5" W
11.8" D, 5.2" H
15.4" W
11.1" D, 4.7" H
14.2"W
12.9" D, 5.2" H
13.7" W
9.6" D, 6.2" H
15.5" W
11.1" D, 5.3" H
Weight
13.2 lbs.
13.2 lbs.
23.8 lbs.
13.4 lbs.
18.7 lbs.
19.6 lbs.
17 lbs.
18.7 lbs.
Suggested
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$549.00
$599.00
$649.00
$499.00
$645.00
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$698.00
$755.00
PAGE 90
ANALOG COMPUTING
ISSUE 21
Boot
Gamp
by Tom Hudson
Well, for the last week or so I've been receiving
your solutions to the 5 times 27 multiply problem,
and it looks like everybody's got the hang of it. Some
people tried to cheat by multiplying 27 by 5. This
is a much simpler operation, but we'll see later why
this type of shortcut is not always possible.
What happened?!!
Figure 6 from last issue's column was a simple
BASIC program that looked like this:
18 GOSUB 10
20 END
I told you to execute it and see if you could deter-
mine what went wrong. If you look at the code, you'll
see that the program places itself in an infinite loop
with the GOSUB 10 statement. If you let the pro-
gram run for a few minutes, you'll eventually see an
ERROR 2 message. What happened? Let's step
through the program and find out.
Line 10 executes a GOSUB 10 statement. The
next executable statement is Line 20, so the line
number 20 is placed on the stack. The program
then branches to Line 10. The stack now looks
like this:
BASIC Stack
20
4 — POINTER
Line 10 executes GOSUB 10 again, with the
same results as above. The line number 20 is
placed on the stack again, and execution con-
tinues at Line 10 again. Now the stack looks like
this:
BASIC stack
20
20
i — POINTER
Line 10 performs the same set of operations
again, and you can see that the program is in
an infinite loop. Each time the GOSUB 10 state-
ment is executed, the BASIC stack gets larger
and larger. . .until there is no more memory
available. When this happens, the computer
stops with the ERROR 2 AT LINE 10 message.
Obviously, one must take care that all subroutines
are terminated by a RETURN. Each subroutine must
contain at least one RETURN statement, otherwise
you'll find yourself running out of memory far faster
than you ever dreamed!
Assembly subroutines.
Last issue, as you recall, we found out what a stack
is and how BASIC uses a stack to execute subroutines.
There is a lot of "housekeeping" done by the system
to keep track of subroutines, and we don't want to
ISSUE 21
ANALOG COMPUTING
PAGE 91
write all those routines ourselves, do we?
Luckily for us, the 6502 microprocessor has its
own set of subroutine instructions. They are: JSR
(jump to subroutine), which corresponds to the
BASIC GOSUB statement; and RTS (return from
subroutine), which performs the same function as
the BASIC RETURN statement.
The format of the JSR instruction is:
JSR nn (ABSOLUTE)
The operand of the JSR instruction can be any ad-
dress, such as JSR $4000, or a program label, such
as JSR PRINT.
When the JSR instruction executes, things hap-
pen a little differently than they did in our BASIC
example, last issue. Instead of a line number being
placed on the stack, a two-byte address is used. More
on that in a moment.
The format of the RTS instruction is:
RTS
Like the RETURN statement in BASIC, the RTS
instruction will continue execution at the instruc-
tion following the JSR which called the subroutine.
Let's look at an assembly program which uses the
JSR and RTS instructions. For purposes of illustra-
tion, we'll duplicate the function of the BASIC pro-
gram we used last time. Figure 1 is a listing of the
assembly program, with the addresses and hex codes
of the instructions shown to the left of the line
numbers. The corresponding BASIC statements are
shown in the comment fields.
»0B»
10
»m
•600
Da
in
CLD
0601
0604
200306
00
20
23
JSR
BRK
SUB1
I80SUB 100
0683
0608
0609
060C
200906
60
AD 1306
18
30
33
40
45
SUB1
SUB2
JSR
RTS
LDA
SUB2
VARA
I80SUB 200
1 RETURN
1 VARA-VARA-M
060D
6901
30
ADC
060F
8D1306
33
STA
VARA
0612
0613
60
60
63
VARA
RTS
**■
1 RETURN
0614
70
.END
Figure 1.
Let's walk through this program and watch what
happens to the stack. Remember, the 6502 does all
the stack handling for us, and this walk-through is
just to familiarize you with what's happening inside
the machine.
Line 15 clears the decimal mode for the binary
arithmetic the program will do later. At the start
of the program, the stack pointer will be at some
arbitrary location. We'll assume that it's set to
$00 for this demonstration. The stack at this
point looks like this:
(continued on next page)
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CIRCLE #145 ON READER SERVICE CARD
CIRCLE #146 ON READER SERVICE CARD
PAGE 92
ANALOG COMPUTING
ISSUE 21
6582 stack <•
S81FF
SP
08
Line 20 performs a JSR to the location la-
beled SUB1. Before going to the subroutine, the
6502 must save the return address on the stack.
The next instruction after the JSR is at $0604,
so the 6502 takes this address and subtracts 1 from
it, resulting in a return address of $0603. The
stack pointer is decremented by 1, and contains
$FF. The high byte of the return address ($06)
is placed at location $01FF. The stack pointer
is decremented again, and now contains $FE.
Now the 6502 stores the low byte of the return
address ($03) on the stack at location $01FE. The
return address is now properly stored, and ex-
ecution continues at location $0605, the ad-
dress of SUB1. At this point, the stack looks like
this:
6582 Stack
S81FF
86
83
,_ L
5P
FE
Line 30 — Execution continues here after the
JSR process is complete. This is another JSR,
this time to the subroutine labeled SUB2. As
in the previous JSR, the return address minus
1 ($0607 this time) is stored in the next two stack
locations, and execution continues at the sub-
routine. The stack pointer now contains $FC,
and the stack looks like this:
6582 Stack
SBIFF
86
83
86
87
SP
<_r
FC
Lines 40 - 55 add 1 to the contents of loca-
tion VARA, placing the result back into VARA.
The stack is unchanged by this operation.
Line 60 — Now we encounter our first RTS
instruction. It functions almost like the BASIC
RETURN statement, but with a small difference.
When executed, the RTS gets the byte from the
stack location indicated by the stack pointer and
places it in the low byte of the program counter.
Remember that the program counter is where
the 6502 stores the address of the instruction
that is currently being executed. The stack
pointer is then incremented (to $FD), the next
byte in the stack is placed in the high byte of the
program counter, and the stack pointer is in-
cremented again (to $FE). At this point, the pro-
gram counter contains the return address minus
1, so the program counter is incremented by 1
to get the proper return address. In this case, the
return address is $0608, and the program con-
tinues there (Line 35). After this instruction
executes, the stack will look like this:
6582 Stack
S81FF
86
83
86
87
,_ L
SP
FE
Line 35 executes another RTS instruction.
This time, the program will return to location
$0604 (1 byte higher than the location in the
last two bytes of the stack). The stack pointer
will be incremented twice, and when the pro-
gram is complete, the stack pointer will contain
$00. After this RTS, execution continues at Line
25, and the stack looks like this:
6582 Stack <■
581FF
86
83
86
87
SP
89
Line 25 stops the execution of the program
with the BRK instruction. The stack is un-
changed.
Don't panic!
Remember, the 6502 performs all of the stack
maintenance functions for you. Writing a subroutine
in assembly is just as easy as writing one in BASIC.
I've just explained the details of the stack, so that
you'll be prepared for next issue's stack-manipulation
instructions.
ISSUE 21
ANALOG COMPUTING
PAGE 93
Later on, when you're more comfortable with
assembly language and the stack, we'll see how we
can use the stack for some fancy control structures.
Simple subroutines.
Right now, let's see how simple assembly sub-
routines can be. Let's write a subroutine that will add
1 to a two -byte counter for us.
Let's assume the counter is labeled COUNTL (low
byte) and COUNTH (high byte). The normal code
we'd use to add 1 to this two-byte counter is shown
in Figure 2.
LDA COUMTL
CLC
ADC tti
STA COUNTL
LDA COUNTH
ADC ttO
STA COUNTH
;GET LO BYTE
; CLEAR CARRY
;ADD 1
;5AVE LO BYTE
;GET HI BYTE
,-ADD WITH CARRY
;SAUE HI BYTE
Figure 2.
Clearly, this is just a simple two-byte add operation
(if you have problems with addition, review issue 17's
Boot Camp).
Let's say you're writing a program which needs to
increment this counter in several different places. You
could re-type the addition code each time you need
it, but this would waste quite a bit of memory. Luck-
ily, you know all about the 6502 JSR and RTS in-
structions, so you write a simple subroutine to do
the job. Figure 3 shows the code necessary.
INCCTR LDA COUNTL
CLC
ADC tti
5TA COUNTL
LDA COUNTH
ADC ttO
STA COUNTH
RTS
;GET LO BYTE
I CLEAR CARRY
;ADD 1
:SAUE LO BYTE
;GET HI BYTE
:ADD W/CARRY
JlSAUE HI BYTE
;RETURN!
Figure 3.
If you look at the subroutine closely, you'll see
only two changes from Figure 1 ! The first line of the
subroutine contains the label INCCTR (INCrement
CounTeR). This allows us to reference the subroutine
with an easy-to-remember name. The other change
is the addition of an RTS instruction at the end of
the routine. See? Writing assembly subroutines isn't
so hard, after all.
To call this subroutine, all we need is the state-
ment:
J5R INCCTR
I'm sure you'll agree that this is much easier than re-
typing the addition code each time you need to in-
crement the counter. Figure 4 shows a complete pro-
gram which uses the subroutine in three places.
60
70
80 L00P1
90
6180
6118
8128
8130
0140
0150 INCCTR
0160
0170
0180
0190
028O
0210
0220
0230 COUNTL
0240 COUNTH
0250 ACCUM
O260
JSR INCCTR
LDH tt4
JSR INCCTR
DEX
BPL L00P1
LDA tt$58
JSR INCCTR
STA ACCUM
BRK
LDA COUNTL
CLC
ADC tti
STA COUNTL
LDA COUNTH
ADC ttO
STA COUNTH
RTS
*=#+l
*-*+!
*z*+l
= EHD
INC COUNTER
5 TIMES. , .
INC COUNTER
NEXT X
LOOP IF POS.
GET tt IN ACC,
INC COUNTER
SAUE ACCUM.
ALL DONE!
GET LO BYTE
CLEAR CARRY
ADD 1
SAUE LO BYTE
GET HI BYTE
ADD W/CARRY
SAVE HI BYTE
RETURN!
10
#=
$0600
20
CLD
; BINARY MATH
38
LDA
ttO
JZERO OUT. . .
40
STA
COUNTL
; COUNTER LO
50
STA
COUNTH
; COUNTER HI
Figure 4.
Line 20 clears the decimal mode for binary
arithmetic.
Lines 30 - 50 set the counter (COUNTL and
COUNTH) to zero.
Line 60 increments the counter using the JSR
INCCTR instruction.
Lines 70 - 100 increment the counter five
times using the X register as a loop counter. The
count starts at 4, and the routine loops back to
LOOP1 until the X register is less than zero.
Line 110 loads the accumulator with $50.
Line 120 JSR's to INCCTR to increment the
counter a final time.
Line 130 stores the contents of the ac-
cumulator at the location labeled ACCUM.
Note that this will not be the value $50 loaded
in Line 110, but will be whatever value the
subroutine left there! This is an important point:
You must remember which registers are altered
by a subroutine, because the values in those reg-
isters will be lost when the subroutine is called!
In this case, only the accumulator is used by the
subroutine, so the X and Y registers can be used
without concern.
Line 140 stops the program with the BRK in-
struction. At this point, you can examine the
counter (COUNTL and COUNTH) and see
that it contains the value $0007 . The location
ACCUM will contain $00, not the value $50
loaded in Line 110.
Lines 150 - 220 are the INCCTR sub-
routine.
Flexible subroutines.
The INCCTR subroutine showed how a subroutine
could be written to perform the same function each
time. Now we're going to write a subroutine that will
perform a function on a value passed to the subroutine
in one of the registers. We'll use another familiar
routine, multiplication by 27.
We'll write a subroutine which will multiply the
contents of the accumulator by 27 and return with
the value times 27 in the accumulator.
PAGE 94
ANALOG COMPUTING
ISSUE 21
Those people who took the multiply 27 by 5 short-
cut are in for a little surprise! In order for this
subroutine to work, the multiply by 27 approach must
be used. Take that!
Figure 5 shows the subroutine necessary to multi-
ply the accumulator by 27 and return the result in
the accumulator. Only the accumulator is altered; the
X and Y registers are untouched. The subroutine re-
quires three one-byte storage locations, TIMES1,
TIMES2 and TIMES8.
8380 THREE *=*+!
8318 SEVEN #=*+l
8328 NINE *=*+l
8338 ,END
;3*27 RESULT
;7*27 RESULT
;9*27 RESULT
MULT27 STA
TIMES1
;SAVE NUMBER
ASL
A
;* 2
STA
TIMES2
J SAVE 8 TIMES 2
ASL
A
;* 4
ASL
A
;* 8
STA
TIMES8
;SAVE 8 TIMES 8
ASL
A
;* 16
CLC
;CLEAR CARRY
ADC
TIMES8
;*16 + *8 = *24
CLC
; CLEAR CARRY
ADC
TIMES2
jl*24 + *2 = *26
CLC
; CLEAR AGAIN
ADC
TIMES1
;#26 + *1 = *27
RTS
;ALL DONE!
Figure 5.
This routine is essentially the same as the multi-
ply by 27 solution shown last issue. The accumulator
is assumed to contain the number to be multiplied
upon entry into the subroutine. After the multiply
is complete, the result is left in the accumulator. The
RTS instruction at the end of the routine lets us know
that this is a subroutine. The subroutine is labeled
MULT27 and is called with the statement:
JSR MULT27
Let's put this subroutine to work, using a program
which will multiply the numbers 3, 7 and 9 by 27.
We will place the results in locations labeled THREE,
SEVEN and NINE, respectively. Figure 6 shows one
possible solution.
18 *- $8688
28 CLD
38 LDA 83
48 JSR MULT27
58 STA THREE
68 LDA tt?
78 JSR MULT27
88 STA SEVEN
58 LDA 89
8180 JSR MULT27
8118 STA NINE
6128 BRK
8138 MULT27 STA TIMES1
8148 ASL A
8158 STA TIMES2
8166 ASL A
8178 ASL A
8188 STA TIMES8
8196 ASL A
8288 CLC
8218 ADC TIMES8
8228 CLC
6230 ADC TIMES2
6248 CLC
8256 ADC TIMES1
6268 RTS
8270 TIMES1 *=*+l
6286 TIMES2 *=*+l
8256 TIMES8 *=*+!
BINARY MATH
GET 3,
MULT BY 27,
SAVE RESULT
GET 7/
MULT BY 27,
SAVE RESULT
GET S,
MULT BY 27
SAVE RESULT
AND STOP!
SAVE NUMBER
* 2
SAVE tt TIMES 2
* 4
* 8
SAVE tt TIMES 8
* 16
CLEAR CARRY
*16 + *8 = *24
CLEAR CARRY
*24 + *2 = *26
CLEAR AGAIN
*26 + *1 - *27
ALL DONE!
Figure 6.
Line 20 clears the decimal mode for binary
arithmetic.
Line 30 places the number 3 in the ac-
cumulator, so that it can be multiplied by 27.
Line 40 performs a JSR to the subroutine
MULT27, which multiplies the accumulator by
27. The result of the multiply will be in the ac-
cumulator when the subroutine is finished.
Line 50 stores the contents of the accumula-
tor in the location THREE. This is the value
3*27.
Lines 60 - 80 multiply the number 7 by 27
and place the result in the location SEVEN.
Lines 90 - 110 multiply the number 9 by 27
and place the result in the location NINE.
Line 120 stops the program's execution. At
this point, you can examine the locations
THREE, SEVEN and NINE to be sure they con-
tain 81 ($51), 189 ($BD) and 243 ($F3), re-
spectively.
Lines 130 - 260 are the multiply by 27 sub-
routine.
Homework.
Now you know how to write subroutines in 6502
assembly language. Subroutines are a powerful pro-
gramming technique, and open doors into the Atari
operating system (OS). Future installments of Boot
Camp will show how to access these OS routines.
Until next time, write a subroutine that will add
the X register to the Y register, placing the result in
the accumulator. If the result of the add is greater
than 255 (carry flag set), put the value $FF in the
X register. Otherwise, set the X register to $00. Good
luck! □
Send all letters to:
Boot Camp
c/o ANALOG Computing
RO. Box 23
Worcester, MA 01603
ISSUE 21
ANALOG COMPUTING
PAGE 95
The
File Printer
A major enhancement for
"simple" word processors
40K Disk
by Dr. John C. Ferguson
The Bank Street Writer is an example of a simple
word processor that is a near-perfect match for the
Atari. Like the computer itself, it is rather inexpen-
sive, a joy to use, and has a beautiful display. Unlike
many other word processors, the BSW can be
mastered in a few minutes. Even more important for
the home user, it can be employed after several weeks
of idleness with practically no effort needed to relearn
the system.
With the beauty of simplicity, however, there are
always trade-offs. I found that the BSW's major limita-
tions were not with the editing and filing functions,
but with the printout. Printing a hard copy was
awkward and required a great many keystrokes to ini-
tiate. Even after all this effort, there was only very
limited capacity to control the format, and no pro-
vision at all to use the many extraordinary functions
built into my NEC 8023AC printer. For example, if
I wanted enhanced printing for a letter I had just
typed, I would usually have to save the letter to disk,
return to BASIC (perhaps inserting the cartridge),
turn on the printer, LPRINT the enhanced print
code, reboot the BSW (perhaps after removing the
BASIC cartridge) and then go through the tedious
procedure of initiating the printing. For reports, I
could not use underline, tab stops, or the special
Greek characters or numerical superscripts of the
NEC 8023AC font!
Recognizing that work was almost always saved to
disk anyway, and that the problem was not really in
the word processing, I began to develop the present
program as an easier method to format printing func-
tions and to allow the use of some seldom-used
characters as "tokens" to call forth the underline,
special symbols, and control functions of the printer.
As I got more into it, I found that there were almost
an infinite number of additional enhancements that
could be incorporated, including right justification
of text and word counting. The result is the Fergee
File Printer, which is a smorgasbord of the functions
that I find most useful. It can easily be modified to
add still others, but, again, there are always trade-
offs between simplicity of use and complexity of
control.
What FFP does.
The program is designed to be easy and fast. The
major functions — file calling, token translation, word
wrap, right justification and word counting — are all
accomplished with machine language subroutines,
thus execution will only be slowed by the speed of
the printer itself, and the NEC 8023AC is quite fast.
Actually, only a few lines identified by REM state-
ments call on printer-specific functions, so the pro-
gram can easily be modified to work with Epsons or
other common printers.
When the program is run, a title page is briefly
PAGE 96
ANALOG COMPUTING
ISSUE 21
displayed, showing the translations which are made
in the file written with the word processor. These were
selected to be easy to remember. Underline is set with
" <" and cleared with ">". The "[" (like "C") causes
the next letter typed to be interpreted as a CTRL
character, and "]" (nearest the ATARI key) similarly
causes the next letter to be interpreted as an ATARI
character. A CTRL -ATARI character can likewise be
called with "A" (above the ATARI key), while next
to it "\" produces the ESC code. The BSW pro-
gram's CTRL-C for centering text and the CTRL-1
for indenting are retained. If you would like the in-
dent to be less than the preset eight spaces, a REM
statement in the program tells how this function can
be modified.
The redefined keys are lost for their normal func-
tions, but their use while typing BSW files will now
permit almost all of the printer function codes to be
embedded in the text.
Working with the FFP.
While the program is displaying the title page, the
computer is busily loading some of the machine
language subroutines into memory. During this period
you may, if you wish, remove the program disk from
your drive and insert your disk of BSW files. When
the poking is done, the display will shift to the
primary menu for controlling printer format. The
menu page also shows the preset default values. If
these are satisfactory, simply push RETURN, and you
will quickly see a display of the disk inventory with
a code letter by each filename. Another push of
RETURN will put you back in the menu, if you now
decide you want to change something or try another
disk. Otherwise, press the letter of the file you want
printed, and it will rapidly load into memory.
You are now given a choice of either printing the
file, viewing it (and possibly editing the starting or
ending point) or returning again to the menu. A press
of "P" will immediately initiate printing, provided
you have turned on the printer. Thus, from booting
the program, just three keystrokes will suffice to ini-
tiate printout of any file on the disk, unless you want
to change any of the many options that are available
in the menu. As soon as the file is dumped out to
the printer's buffer, the screen will display a count
of the words (actually spaces and EOL codes), and
an option, either to print another copy or to return
to the menu, will be given.
The menu shows a number of format changes that
can be implemented, plus the current values. The
initial default values are found in Lines 51 and 52
and can be altered to suit your own tastes.
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ISSUE 21
ANALOG COMPUTING
PAGE 97
Any menu item may be changed by typing its
number and RETURN. Some will toggle to the alter-
native value; others will call for you to enter some
specific data. In either case, the new values will be
shown in a redisplay of the menu screen, and they
will remain in effect until changed again, or until
the program is restarted.
Most menu items are sufficiently self-explanatory
to need no comment, but a few do. In item 10, the
set default of Right Justified calls forth a subroutine
which inserts extra spaces within the lines, so that
the text is neatly lined up on both the left and right
margins, producing what — in many cases — is a more
pleasing page appearance. I have also used it, in com-
bination with changes in margin settings and line
lengths, to produce dual column printing similar to
this page. Note that there may be combinations of
short line lengths, long words or non-printing con-
trol characters that will produce aberrant results,
which can, infrequently, be a problem.
Item 12 allows you to define tab spacing at the time
of printing. The tabs would be called by inserting the
proper tokens in the text ("[I" for the NEC 8023).
This greatly simplifies using the BSW for compos-
ing tables. A single default tab to position 50 has been
included; I use this routinely for the date and
signature lines in letters.
Item 13 allows other special codes to be sent out
directly to the printer at the beginning of a session.
] find that I often use it to call for 3 yi44-inch line
spacing (about equivalent to V/i spacing), which —
together with a setting of 35 lines per page, a line
length of 78 and elite type — makes a nice format.
item 14 allows you to enter a header of up to 75
letters. If used, this will be printed out at the top of
every page except page number 1 (Line 4020 prevents
the header and page number from being printed on
that page). Automatic page numbering in a choice
of formats is provided in items 5 and 6. Be careful,
when you print more than one file, that you set the
correct first page number each time. If you want to
set a new top-of-page position on the printer, turn
it off and on again, to clear its memory.
After a file is called, you are given an option to
see it displayed. If this is chosen, you will quickly see
the first 500 characters, in a readable form with word
wrap. You can toggle up and down, or from begin-
ning to end, using the same controls as in the BSW,
but note that, if the 500 characters contain an
unusually large number of EOL codes, some of the
display may scroll off of the screen. At any point,
pressing "C" will produce a redisplay of slightly more
than the 500 characters without word wrap, and with
the EOL codes translated to a visible symbol. In this
mode, a new beginning or ending point may be
designated by moving the cursor to the proper loca-
tion and pressing "B" or "E." You can also abort back
to the word wrap display. From it, you can choose
further changes, to print the file, or return to the
menu and start all over again.
Et al.
While the Fergee File Printer was specifically writ-
ten to enhance the BSW, it is certainly not limited
to that function. It should work with files generated
by most other word processors and editors. I have
found it extremely useful in printing out listings of
assembly language routines generated with the Atari
Macro Assembler-Editor, and with the Atari
Assembler Cartridge. Try it on anything you like —
you may be surprised at the results.
The program is dimensioned for a 48K machine,
a capacity which is usually recommended for word
processing. It may be adapted for less memory by
reducing the text buffer set in Line 44, eliminating
REM statements and, if necessary, leaving out such
subroutines as the title page (Lines 6000 - 6200) or
view and editing (Lines 7000 - 8150). □
BASIC listing 1.
i REM *
2 REM * THE FERGEE FILE PRINTER
3 REM *
4 REM * BY
5 REM * DR. JOHN FERGUSON
6 REM
18 REM * This program will print files
created with BANK STREET
WRITER and a number of other
11 REM * editors and word processors.
It will translate symbols
embedded in text as shown
12 REM * on the title page, and print
out the file on a NEC 8823AC
printer using its special
13 REM * characters and controls.
For other printers, change
control codes in lines
14 REM * 3515-3579 and 4348. The
underline is set by ASCII
codes 27 and 88 found in
15 REM * lines 5838 and 5848. It is
cleared with ASCII codes 27
and 89 in line 5848. These
16 REM * nag be substituted one for
one with other codes if
necessary. Change number of
17 REM * indent spaces by replacing
the two 8's in line 5868.
Change other defaults at 56.
18 REM
38 GOTO 6888
35 GRAPHICS 8
48 DIM T0PSC10),NFSC1),PAUSESC1),EMSC1
6) , HS C75J , FONTS C5) , SS C38) , FILES CIS) , RS
C1),TABSC48),Z$C34)
44 MEM=16686
45 DIM TSCMEM), SPACES C8),LSC156), AS CI)
,RJSC283),NSC158) , HCTS C27) :RJ$C1)="":R
JS C283) ="" : R JS C2) =R JS
58 REM DEFAULTS
51 Ne=l:MAR=8:LL=64:PG=l:T8PS="T0P Ctt.
) " : T0P=1 : NFS="Y" : PAySES= , 'N n : NUM=55 : EMS
="N M : FOHTS^'PICA" : HS-"" : SS=""
52 RS= M Y ,, :TABS="858"
78 FOR N=8 TO 234: READ R:P0KE 1536+N,R
:NEKT N:REN TRANSLATE SRT
75 FOR N=8 TO 282: READ R:P6KE ADRCRJS)
+N,R:NEHT N:REM RIGHT JUSTIFY SRT
76 FOR N=l TO 34:READ R : ZS CN, N)=CHR$ CR
) iNEXT N
77 FOR N=l TO 27:READ R :HCTS CN,N) =CHR$
CR):NEKT N:REM WORD COUNTER SRT
88 GRAPHICS
PAGE 98
ANALOG COMPUTING
ISSUE 21
189 TRAP 46080: TRAP 10 00:? " H":? "EHTE
R NUMBER TO CHANGE OR [^1E^C1 ,, : F=0 : POKE
1779,0:POKE 1780,0
105 ? :poke 85,25: ? "Defa ult"
186 POKE 85,25:? " "
110 ? " 1. Line spacing- ";M0
120 ? " 2. Text lines per page- ";NUM
130 ? " 3. Left Hargin- ";MAR
140 ? " 4. Line length- ";LL
150 ? " 5. Start with page- ";PG
160 ? " 6. Page number, where- ";T0P
170 ? " 7. Start at top- ";HFS
180 ? " 8. Pause between pages- ";PAU
190 ? " 9. EMphasized print- ";EMS
280 ? "10. Right justified- ";R$
210 ? "11. Font type- ";F0N
220 ? "12. Tabs set at- ";TAB
S:?
230 ? "13. Special codes: ";SS:
*>
240 ? "14. Header: ";H$
250 ? : INPUT
255 TRAP 100
260 ON D GOTO 270,300,330,350,360,388,
438,448,460,465,470,600,650,700
270 IF N0=1 THEN N0=2:G0T0 100
271 IF NQ=2 THEN N0=1:G0T0 100
300 ? "*":? :? "HOM MANY TEXT LINES PE
R PAGE?":? :? "CNornal value is 55)":?
320 ? :? : INPUT NUN: GOTO 100
330 ? "«":? :? "ENTER tt SPACES FOR LEF
T MARGIN"
335 ? : INPUT MAR
340 GOTO 180
350 ? "«":? :? "ENTER LINE LENGTH fl-1
50) "
351 ? :? "Nor Hal values:"; :POKE 85,28:
? "Pica 64"
352 POKE 85,26:? "Elite 78"
353 POKE 85,28:? "Proportional 100"
354 POKE 85,28:? "Condensed 118"
355 ? :? : INPUT LL:IF LL<1 OR LL>150 T
HEN 350
357 GOTO 100
360 ? "*":? :? "ENTER NUMBER FOR FIRST
PAGE":?
365 INPUT PG
370 GOTO 100
388 ? "*":? :? "DO VOU MANT PAGES NUMB
ERED AS:"
385 ? :? " CD TOP It."
398 ? " f2) TOP Page tt"
395 ? " C3) BOTTOM - l» -"
400 ? " C4) NONE"
405 ? :INPUT D:ON D GOTO 410,415,420,4
25
410 T0P=1:T0P$="T0P Ctt.)":GOTO 100
415 T0P=2:T0PS="T0P CPage)":GOTO 100
420 T0P=3:T0PS="B0TT0M":G0T0 100
425 T0P=4:T0PS="N0NE":G0T0 100
430 IF NF$="Y" THEN NFS="N":GOTO 180
431 IF NFS="N" THEN NFS="Y":GOTO 100
440 IF PAUSES="Y" THEN PAUSES="N" :GOTO
100
441 IF PAUSE$="N" THEN PAUSES="Y" :GOTO
100
460 IF EM$="Y" THEN EMS="N" : GOTO 100
461 IF EMS="N" THEN EM$="Y" : GOTO 100
465 IF R$="Y" THEN RS="N":GOTO 100
466 IF R$="N" THEN RS="Y" :GOTO 100
470 ? "*":? :? "ENTER FONT TYPE"
475 ? :? " CI) PICA"
480 ? " C2) ELITE"
485 ? " C3) PROPORTIONAL"
490 ? " C4) CONDENSED"
495 ? :INPUT D:ON D GOTO 500,505,510,5
500 FONTS="PICA":GOTO 100
505 FONT$="ELITE":GOTO 100
510 FONT$="PROP.":GOTO 100
515 F0NTS="C0ND.":G0T0 100
600 ? "U":? :? "TABS NOM SET AT: ";TAB
610 ? :? :? "To change, enter new tab
positions as three digit numbers se
parated by commas. ":? :?
620 INPUT T$:IF TS="" THEN 100
630 TAB$=T$:GOTO 100
650 ? "Hi":? :? "ENTER SPECIAL PRINTER
CODES":? :? "CDo not use spaces or pun
ctuation)"
660 ? :? : INPUT SS:GOTO 100
700 \ "*":? :? "ENTER HEADER: ":? :INP
UT H$:GOTO 100
1000 REM DISPLAY FILE LIST
1010 ? "«"
1015 TRAP 100
1020 CLOSE tt2:0PEN 112,6, 0, "D:*.*" :CLOS
E Hi: OPEN ttl,4,0,"K:"
1030 FOR X=l TO 63:INPUT It2, L$
1040 POKE 85,1 :IF LS C5,16) ="FREE SECTO
RS" THEN 1888
1845 IF LSC11,13)="5YS" THEN X=X-1:G0T
1070
1050 IF H/2=IHTCK/2) THEN POKE 85,20:?
■ I If ■
1060'? " ";CHR$C64+X) }" "';LSt3, 173 ;" "
; :TSCCX-1)»16+1, CX-1)*16+16)=LS
1070 NEXT X:GOTO 1030
1088 ? :? :? "TYPE LETTER OF FILE TO P
RINT OR"
1085 ? "Gfflinn] FOR MENU":?
1090 GET ttl,A:A=A-64:? CHRSC64+A)
1100 L$=T$CCA-l)*16+3, CA~1)*16+13)
1110 FILES="D:"
1120 FOR X=l TO 8: IF LSCX,X)=" " THEN
1148
1138 FILESCLENCFILES)+i)=L$CX,X)
1148 NEXT X
1158 FILES CLEN CFILES) +1) =»« . " : FILES CLEN
CFILES) +l)rL$C9, 11)
2880 REM GET FILE
2010 NUMBER= CSECT"1)*125 : NUMHI-INT CNUH
BER/256) :NUML0=NUMBER-256«NUMHI
2060 TS=CHRS CO) : TS CMEM) =CHRS CO) : TS C2) =
TS
2070 TRAP 40000: TRAP 2300
2075 CLOSE HI: CLOSE «2:0PEN H2,6,0,FIL
2080 INPUT tt2,LS:SECT=UALCLSC14,17))
2085 CLOSE tt2
2090 NUMBER:: CSECT"1)*125 : NUMHI=INT CNUM
BER/256) :NUML0=NUMBER-256*NUMHI
2100 REM GET CIO
2110 I0=l:CL05E ttIO:OPEN ttIO, 4,0, FILES
2120 10=16*10: TRAP 2200
2130 I0CB=832+I0:P0KE IOCB+2,7
2140 ADRHI=INTCADRCTS)/256)
2150 ADRL0=ADRCTS)-ADRHI*256
2160 POKE I0CB+4,ADRL0:P0KE I0CB+5,ADR
HI:POKE I0CB+8,NUML0:P0KE IOCB+9, HUMHI
2170 I=USRCADRC"hhhSLUB"),IO)
2180 FOR H=l TO 128: GET ttl,B:T$ CNUNBER
+N,NUHBER+N)=CHRSCB):NEXT N
2200 CLOSE III0/16:TS=TSC1,NUMBER+N-1)
2210 IF TSCLENCTS))OCHRSC155) THEN TS
CLEN CTS) +1) =CHRS C155)
2220 GOTO 3000
2300 TRAP 40000: CLOSE ttIO:? :? "Q CANN
OT LOAD FILE!":FOR N=l TO 300: NEXT N:G
OTO 2000
3000 ? "«":? :? :? "PRESS: HRINT FILE
CPRINTER ON?)"
3010 ? :? " miEH OR EDIT FILE"
3020 ? :? " GiENU"
3030 POKE 764,255
3040 IF PEEKC764)=10 THEN 3500
3050 IF PEEKC764)=16 THEN 7000
3060 IF PEEKC764)=37 THEN 100
3070 GOTO 3040
3500 REM SET PRINTER CONFIGURATION
3505 TRAP 40000: TRAP 4500 :F=0
3510 CLOSE tt2:0PEN tt2,8,8,"P:"
3515 IF FONTS="PICA" THEN ? H2;"%N"; :R
EM SET FONT
3520 IF FOHT$="ELITE" THEN ? tt2;"tE";
3525 IF FONTS="PROP." THEN ? H2;"%P";
3530 IF FONTS="COND." THEN ? H2;"*0";
3548 ? H2;"%L"; :IF MAR<160 THEN ? H2;"
0";:REM SET MARGIN
3545 IF MAR<10 THEN ? »2;"0";
3550 ? tt2;MAR;
3560 IF EM$="Y" THEN ? M2;"t !" : :REM SE
T ENHANCED MODE
ISSUE 21
ANALOG COMPUTING
PAGE 99
357© NS="t C" : H$ CLEN CNS J +11 =TAB$ : N$ CLEM
CMSl+1) =".":? tt2;NS;:REM SET TABS
3580 ? tS2;S$;:REM SPECIAL CODES
3590 POKE 1787,8:P0KE 1789,LL*1
3600 PGS=PG:IF NF$="H" THEN 4110
3610 LINES=0
4000 REM TRANSLATE SECTION
4020 IF PGS=1 THEN ? tt2:G0T0 4080
4030 ? tt2;H$;:REM HEADER
4040 IF T0P>2 THEN ? H2:G0T0 4080
4050 FOR N=l TO LL-LENCH$>-2:? 112;" ";
:NEKT N
4060 IF T0P=1 THEN ? t!2;PGS;". n
4070 IF T0P=2 THEN ? tt2;"Page ";PGS
4080 ? 112:? 02: REM TOP SPACE
4110 E=LENCT$)
4120 L$="" : L$ C158J =•■" : L$ C2J =L$
4125 N$=" ":N$C150)=" ":N$C2J=N$
4130 USED=PEEK(1787) :F=F+USED:LIMIT=E-
F:IF LIHIT>255 THEN LIMIT=255
4135 IF PEEKC1791J<LL+1 THEN POKE 1785
,1
4140 IF LIMIT<0 THEN 4600: REM END
4150 POKE 1791, LIMIT
4155 X=USR CADR CZ$) , ADR CT$) +F , ADR CL$> 3
4160 X=USRC1536)
4165 X=USRCADRCMCT$»
4170 IF R$="Y" THEN X=USRCADRCRJ$) , ADR
CMS) J
4200 REM PRINT SECTION
4230 IF PEEKC1790)>0 THEN FOR N=l TO P
EEKC17901:? t*2;" ";:NEKT N
4240 IF PEEKC1787X1 THEN POKE 1787,1
4250 IF R$<>"Y" THEN 4280
4260 IF PEEK €1782) =0 THEN ? 112: GOTO 43
10
4270 ? B2 ;L$ CI, PEEK C17821): GOTO 4310
4280 IF PEEKC1788X1 THEN ? tt2:G0T0 41
30
4285 IF L$=" " THEN ? 112 : GOTO 4130
4300 ? »2;L$C1.PEEKC1788))
4310 IF N0=2 THEN ? tt2:LINES=LINES*l:R
EM LINE SPACING
4320 LINES=LINES*1
4325 IF LINES<NUM THEN 4130
4330 IF T0P=3 THEN ? tt2:F0R N=l TO LL/
2-3:? I«2;" "; :NEHT N:? tt2;"- "iPGS;" -
II
4340 PGS=PGS+1:LINES=0:? 112; :REM TO
4350 IF PAUSE$= ,, Y" THEN ? "«":? :? "PR
ESS RETURN MHEN PRINTER IS READY":? !?
: INPUT LS
4355 TRAP 40080: TRAP 4000
4360 GOTO 4000
4500 TRAP 40000:? "If":? "TURN PRINTER
ON!"
4510 FOR N=l TO 200: NEXT N:GOTO 3000
4600 CLOSE Ml POKE 764,255
4605 ? "H":? :? "HORD COUNT = "; PEEK CI
7791 +256*PEEKC1780): POKE 1779,0:P0KE 1
780,8:? :?
4610 ? :? "EN TER 'P 1 TO PRINT A SECOND
COPY":? "OR HmnEI FOR MENU":? :?
4620 TRAP 40000:TRAP 100
4630 INPUT L$:IF L$="P" THEN F=0:GOTO
3500
4640 GOTO 100
5000 DATA 104,174,253,6,216,172,251,6,
204 , 255 , 6 , 240 , 61 , 177 , 203 , 201 , 60 , 240 , 61
,201,62,240,72,201,93,240,03
5010 DATA 201,94,240,92,201,91,240,101
,201,92,240,111,201,3,240,114,201,9,24
0,119,201,155,240,20,172,252
5020 DATA 6,140,246,6,145,205,238,252,
6,238,251,6,202,208,193,76,192,6,238,2
45,6,238,251,6,76,229,6,169,27
5030 DATA 172,252,6,145,205,238,252,6,
169,88,232,208,212,169,27,172,252,6,14
5,205,238,252,6,169,89,232,208
5040 DATA 197,238,251,6,172,251,6.177,
203,24,105,128,144,184,238,251,6,172,2
51,6,177,283,24,105,64,144,171
5050 DATA 238,251,6,172,251,6,177,203,
56,233,64,76,51,6,169,27,232,232,76,51
,6,238,250,6,230,251,6,76,5,6
5060 DATA 173,254,6,24,105,0,141,254,6
,138,56,233,8,170,238,251,6,76,5,6,138
,74,141,254,6,96,206,252,6,172
5070 DATA 252,6,177,205,201,32,240,25,
201,27,208,9,238,251,6,206,246,6,206,2
46,6,201,128,144,3,206,251,6
5080 DATA 206,251,6,208,219,206,250,6,
240,208,96
5100 DATA 104,104,133,208,104,133,207,
173,246,6,200,1,96,206,245,6,208,9,238
,246,6,169,1,141,249,6,96,56
5110 DATA 237,252,6,133,209,169,0,205,
249,6,208,58,238,249,6,141,252,6,141,2
48,6,172,252,6,177,205,238,252
5120 DATA 6,172,248,6,145,207,238,248,
6,204,246,6,176,85,201,32,208,231,165,
289,240,227,198,209,169,32,172
5130 DATA 248,6,204,246,6,176,65,145,2
07,238,248,6,24,144,207,206,249,6,230,
209,173,246,6,141,248,6,238,248
5140 DATA 6,172,252,6,177,205,206,252,
6,172,248,6,145,207,206,248,6,48,25,20
1,32,268,234,165,209,240,230
5150 DATA 198,209,169,32,172,248,6,145
,207,206,248,6,48,3,24,144,213,160,0,1
77,207,145,205,200.204,246,6
5160 DATA 144,246,165,209,240,31,173,2
49,6,240,15,238,246,6,230,209,169,0,14
1,252,6,141,248,6,248,160,173
5170 DATA 246,6,141,248,6,141,252,6,20
8,166,96
5200 DATA 104,104,133,204,104,133,203,
104,133,206,104,133,205,169,0,141,250,
6,141,251
5210 DATA 6,141,252,6,141,254,6,141,24
6,6,141,245,6,96
5300 DATA 104,172,252,6,240,17,136,240
,6,177,205,201,32,208,247,238,243,6,20
8,3
5318 DATA 238,244,6,136,16,239,96
6000 REM TITLE PAGE
6005 GRAPHICS
6010 DL=PEEKC560)+256«PEEKC561)
6020 POKE DL+7,7:P0KE DL+8,7:P0KE DL+9
,6:P0KE DL+10,7
6022 POKE 712, 148: POKE 708,154
6030 POKE DL+27,65:P0KE DL+20,PEEKC560
>:POKE DL+28,PEEKC561J
6040 POKE 752,1:? :POKE 85,17:? "THE":
? :? :? :? :? :POKE 85,13:? "TRANSLATI
ONS"
6050 POKE 87,2:P0SITI0N 14,4:? U6,"FER
GEE FILE"
6060 POSITION 16,6:? K6. "PRIN TER"
6070 POKE 87,0:P0KE 85,13:? "
6080 ? :POKE 85,7:? "CTRL C = CENTER L
INE"
6090 POKE 85,7:? "CTRL I = INDENT 8 SP
ACES"
6100 ? SPOKE 85,9:? "< = SET UNDERL
INE"
6110 POKE 85,9:? "> = CLEAR UNDERLI
NE"
6128 POKE 85,9:? "1 - ATARI CHARACT
ER"
6130 POKE 85,9:? "E = CTRL CHARACTE
R"
6148 POKE 85,9:? "* = ATARI CTRL CH
ARACTER"
6150 POKE 85,9:? "\ = ESCAPE"
6200 GOTO 40
7000 REM VIEH FILE ROUTINE
7010 CLOSE ttl:OPEN tll,12,0,"S :"
7020 B=l:F=0:G=0
7030 TRAP 40000: REM TRAP 7000
7O40 ? "If"; "PRESS: fflP, QOHN, 0EGIMHIH
G, SID,"
7850 ? " BHANGE, QRINT, SEN
U"
7055 ? "
7O60 POKE 764,255
7070 GOTO 8000
7000 IF PEEKC764)=58 AND LENCT$)-B>560
THEN B=F:GOTO 7040
7090 IF PEEKC764)=11 THEN B=B~G:GOTO 7
040
7100 IF PEEKC764)=21 THEN 7020
7110 IF PEEKC764)=42 THEN B=INTCLENCT$
)/5O0)«50O:GOTO 7040
PAGE 100
ANALOG COMPUTING
ISSUE 21
7120 IF PEEKC764)=18 THEN 7500
7130 IF PEEK (7641=1© THEN 3500
7140 IF PEEKC764)=37 THEM POKE 764,255
:G0T0 100
7150 GOTO 7080
7500 REM EDIT PRINT FILE ROUTINE
7510 ? "fl";"MOVE CURSOR AND SET: 0EG
INNING, HMD"
7520 ? "OR: HBORT (NOTE: EOL = k
)"
7525 ? "
———■':? :? :X=3:Y=18:IF B<1 THEN B=
1
7530 TRAP 7540: FOR N=B TO B+531:IF ASC
fT$CN,N)>=155 THEN ? "V; :NEHT N
7535 ? T$CN,N); :NEHT N
7540 POKE 764,255: POSITION K,Y:? "*";
7550 IF PEEKC764)=135 THEN X=X+i:GOTO
7620
7560 IF PEEK (764) =134 THEN X=H-1:G0T0
7620
7570 IF PEEK (764) =142 THEN V=V-1:G0T0
7620
7580 IF PEEK(764)=143 THEN Y=Y+1:G0T0
7620
7530 IF PEEK(764)=21 THEN 7700
7600 IF PEEK (764) =42 THEN 7800
7610 IF PEEK(764)=63 THEN 7000
7615 GOTO 7550
7620 IF H>38 THEN H=l
7630 IF X<1 THEN X=38
7640 IF Y>23 THEN Y=0
7650 IF Y<8 THEN Y=23
7660 GOTO 7540
7700 B=B+ ( (Y-4)*38) +X-3 : TS=TS (B , LEN (T$
)) :GOTO 7000
7800 B=B+((Y-4)#38)+X-3:T$=TS(l,B) :GOT
7000
8000 POKE 1787,0:P0KE 1789,38
8010 IF B<2 THEN B=0:G0T0 8030
8020 IF T$(B,B)<>" " THEN B=B-1:G0T0 8
020
8830 E=LEN(TS) :F=B:G=0
8040 FOR M=l TO 16
8050 LS= ,,,, :LS(80)= LS(2)=LS
8860 USED=PEEK(1787) :F=F+U5ED :G=G+USED
:LIMIT=E-F:IF LIMIT>255 THEN LIMIT=255
8070 IF LIMIT<0 THEN 7080
8880 POKE 1791, LIMIT
8090 X=USR (ADR f Z$) , ADR ITS) +F , ADR (LS) )
8100 X=USR(1536)
8110 IF PEEK(1782)=0 THEN ?
8120 IF PEEK(1788)=0 THEN ? :GOTO 8140
8125 IF PEEK (1798) >0 THEN FOR NN=1 TO
8130 ? L$(l, PEEK (1788))
8140 NEXT M
8150 GOTO 7880
CHECKSUM DATA
(see page 27)
1 DATA 226,269,230,340,748,997,680,772
, 268 , 391 , 195 , 252 , 200 , 190 , 275 , 5945
30 DATA 647,171,233,651,971,284,13,342
,256,446,153,73,166,386,975,5767
106 DATA 395,909,514,633,731,191,691,4
97,960,340,278,971,973,242,943,9268
250 DATA 927,712,392,963,966,440,925,9
89,494,699,304,387,292,138,682,9222
355 DATA 882,709,120,862,708,75,403,29
1,144,102,57,428,921,186,96,5984
430 DATA 500,512,460,472,494,506,278,2
79,266,576,132,431,886,86,433,6311
585 DATA 307,296,267,102,789.925.486,8
15,646,729,581,370,836,576,864,8589
1040 DATA 203,117,225,288,812,991,167,
939,658,942,33,905,536,657,261,7726
2010 DATA 337,849,284,978,308,875,345,
364,614,773,829,536,826,276,689,8883
2180 DATA 202,788,779,712,448,945,804,
937,10,524,537,336,721,154,514,8411
3518 DATA 567,191,733,745,679,488,266,
698 ,403,63, 239, 10, 902 , 737 , 770 , 7491
4020 DATA 992,69,8,339,872,437,600,690
,313,233,918,967,335,600,718,8091
4160 DATA 238,831,489,423,847,593,236,
891,158,908,79,881,869,552,566,8561
4330 DATA 525,971,962,300,726,462,611,
109,102,914,39,185,890,511,430,7737
5020 DATA 7,106,57,840,33,525,139,610,
39,69,965,515,572,788,104,5369
5200 DATA 888,731,349,712,866,62,924,4
31,687,468,448,771,314,818,195,8584
6890 DATA 549,987,781,868,23,822,581,6
36,622,786,211,452,705,203,886,9112
7060 DATA 21,736,783,868,536,35,561,53
4,486,750,391,824,431,894,409,8259
7535 DATA 133,821,132,136,141,139,565,
568 , 560, 770 , 754 , 645 , 750, 638, 763 , 7515
7700 DATA 623,853,435,649,661,940,362,
939,146,397,608,717,240,489,461,8520
8125 DATA 553,613,517,752,2435
PEEK (1798) :? "
NEXT NN
USE MODEMS & RS 232 PERIPHERALS
DIRECTLY WITH YOUR ATARI!
R-Verter
SERIAL BUS MODEM ADAPTOR
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• Anchor Automation (including
Volksmodem™ — no cable required)
• Hayes • Novation • and Others
Comes with Software —
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"R:" Handler
Works With — Atari 400™;600XL™;
800™; 800XL™**
Also Offering - INTERFAST-I ™
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CIRCLE #149 ON READER SERVICE CARD
CASADAPTER
THE ORIGINAL CASSETTE INTERFACE...
Allows you to use your own cassette recorder or
stereo for loading and saving of programs. It makes
your own home stereo or portable cassette player act
just like an Atari 410 or 1010 recorder.
CASADAPTER gives you motor
control, audio, and data channels.
The CASADAPTER plugs directly
into the computer and requires
no other interfaces. An L.E.D.
shows the transfer of all data.
CASADAPTER will work with all
of the Atari brand computers.
CIRCLE #150 ON READER SERVICE CARD
39.95
Add $2.50 shipping
Send check or money order
C.O.D. accepted
New York State Residents add 7% tax
'Atari is a trademark of Atari, Inc.
COMPUTER PRODUCTS
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(716) 632-3441
BACK ISSUES
Catch up on
what you've missed!
A.N.A.l.9.0,iS£ffi? -
ISSUE 2
Wasting Arrays
Atari's CPU
Download Terminal
Converting BASIC
Disk Files
ISSUE 8
GTIA Graphics
Audio in Your Programs
NOREM
Graphic Violence
Color Slot Machine
ISSUE 9
Build Your Own 400
Keyboard
Harvey Wallbanger
Forth -Dos
Letter Writer
ISSUE 13
Fine Scrolling Part 1
Roundup
Space Assault
Observational Astronomy
CIO Routines
ISSUE 14
Fine Scrolling Part 2
Disassembler in BASIC
Hexpad
Lumberjack
Retrofire!
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ANALOG Back Issues
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All back issues $4.00 each
ISSUE 11
Strings in BASIC
OCHECK
Disk Cataloging Utility
Adventure in the
Fifth Dimension
Moving Missiles in BASIC
ISSUE 15
ISSUE 16
Fine Scrolling Part 3
Fine Scrolling Part 4
Knights and Chalices
Create-A-Font
Music Synthesizer
Bar Chart Subroutine
Bricklayer's Nightmare
Shooting Stars
Alternative Keyboard
3-D Object Rotation
Handler
MasterCard and Visa orders call:
1-800-345-8112
in PA. 1-800-662-2444
GRAPHICS
EDITOR
An Atari computer doubling as an art studio? You bet!
Introducing S.A.G.E. — the Scott Adams Graphics
Editor.
S.A.G:E. lets you draw and edit highly compressed pic-
tures that use over 50 different colors and shades.
And S.A.G.E. was designed with simplicity in mind —
nearly every command can be executed with a single
key press or a simple push/pull of the joystick.
Programming buffs will love the ease with which
S.A.G.E. pictures can be drawn and then placed into
their own Basic or machine-language programs. And
the hi-res pictures you create will look the same
whether your Atari has a GTIA chip or an older CTIA
chip.
The S.A.G.E. package includes both the 48K tape and
disk versions. You also receive a clear, comprehensive
instruction manual that every "artist" in the family
can easily use.
S.A.G.E. - only $49.95! Draw your own conclusion —
see your dealer today or call our toll-free number to
place your order. Don't forget to ask for our free
catalog!
pcp<*
rw^^^^
1 jp^-— *«*-
S -fc<J
yr ( p
^^
"■*
SAGE-Scott Adams 9 Graphics Editor
Visit your local dealer today, or call us for your copy!
800-327-71 72
Requires an Atari computer with 48K. Both TAPE and
DISK are in one package.
054-01 66 S49.95
^Adventure,
^^£&T INTERNATIONAL
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[305] 862-691 7
CIRCLE #151 ON READER SERVICE CARD
PAGE 104
ANALOG COMPUTING
ISSUE 21
INDEX TO ADVERTISERS
READER
SERVICE #
ADVERTISER
PAGE#
READER
SERVICE i
ADVERTISER
149 Advanced Interface 100
151 Adventure International 103
143 Allen Macroware 86
124 ALOG Computing 47
148 Alpha Systems 96
153 ANALOG Publishing IBC
144 Astra Systems 88
101 Atari Inc IFC
145 Atto-Soft 91
117 CAR Software 24
118 Computability 29
130 Computer Creations 61
116 Computer Games Plus. 23
133 Datasoft 69
152 Dennison Computer Supplies OBC
138 Digital Devices 76
126 Eastern House 56
141 E.J.B 81
134 Epyx, Inc 70
146 Firstware 91
136 Future Tech 73
122 Gardner Computing 37
107 Halcon Co 7
125 Happy Computing 53
106 Horizon Software 7
112 Indus Systems 18
110 Lateral Software 14
108 Lotsa Bytes 7
131 Lyco 65
127 Micca Enterprises 56
147 Micro Plus 96
119 Mighty Byte/Spartan 30
120 Miles Computing 31, 32, 33
142 MSB Software 84
132 Non-Standard Magic 68
111 Parker Brothers 16, 17
129 PC Gallery 58
137 Programmers Workshop 74
104 PS Technologies 6
113 RAM Computer Center 20
102 Rana Systems 2, 3
128 Robert Jacobs 56
123 Royal Software 40
150 Sar-An 101
114 Soft Sectre 23
115 Southern Software 23
103 Star Micronics Inc 4
105 Superware 6
140 Thompson Electronics 77
139 Walling Co 77
135 Wedgewood Rental 73
121 Xerox/Weekly Reader 36
This index is an additional service. While every effort is made to provide a complete and accurate listing, the publisher cannot be responsible for inadvertent errors.
Coming
soon in
future
issues
of
ANALOG
Computing
From the editors of
A.N.A.L.O.G. Computing
$14.95
mm
mm
1?S9
ANALOG
COMPENDIUM
The best ATARI® Home Computer Programs from the first ten issues of A.N.A.L.O.G. Computing Magazine.
I f PP lWgr 'ial
SB ATARI
M
* *\ t***| HH,' v-**^ .u
The ANALOG Compendium is available at selected book and computer stores, or you can order it direct. Send
a check or money order for $14.95 + $2 shipping and handling to: ANALOG Compendium, P. 0. Box 615, Holmes,
PA 19043
Or you can order by phone with MasterCard or VISA. Call toll free: 1-800-345-8112 (in PA, call
1-800-662-2444) For orders outside the U.S., add an additional $5 air mail, $2 surface.
CIRCLE #153 ON READER SERVICE CARD
TEST DRIVE
AN ELEPHANT.
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™ ELEPHANT NEVER FORGETS.
CIRCLE #152 ON READER SERVICE CARD